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resource research Public Programs
Currently, there are policy debates regarding the efficacy and legality of single sex formal and informal education programs. This issue is particularly poignant in science education due to the historical marginalization of women in these fields. This marginalization has resulted in women being positioned as a stigmatized group within many science, technology, engineering, and mathematics (STEM) related fields. Research points to adolescence as the age where this sense of marginalization begins to develop. As a result, policy responses have utilized various frameworks such as: increased access
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TEAM MEMBERS: Roxanne Hughes
resource research Public Programs
This presentation from the January 2012 Annual Meeting of the Association for Science Teacher Education examines identity formation in middle school science, presenting informal education programs as a way to change perceptions by exposing students to real scientists. The study focuses on middle school students' science identity formations before and after their participation in summer science camps.
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TEAM MEMBERS: Roxanne Hughes Kristin Molyneaux Pat Dixon
resource research Public Programs
This presentation from the August 2011 Colloquium on P-12 STEM Education Research focuses on two summer camps for middle school students. The study examines how the two programs affect student views and perceptions of scientists and engineers, how a single gender program compares to a co-educational program, and whether there are lessons to be learned for other informal agencies regarding the activities most likely to increase minority students' persistence in science and engineering.
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TEAM MEMBERS: Roxanne Hughes Kristin Molyneaux Pat Dixon
resource research Public Programs
This report discusses the legacy and impact of YouthALIVE! (Youth Achievement through Learning, Involvement, Volunteering, and Employment), an initiative in the 1990s of the Association of Science-Technology Centers with support from the DeWitt-Wallace Reader’s Digest Fund to enable museums and science centers to establish programs for youth from underserved populations. YouthALIVE! programs are characterized by intensive, multi-year engagement in the life of the institution, including a wide variety of opportunities for science teaching, learning, and mentoring, and conducting scientific
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TEAM MEMBERS: Cary Sneider Meg Burke
resource research Informal/Formal Connections
This paper examines the experiences reported by scientists and graduate students regarding the experiences that first engaged them in science. The interviews analyzed for this paper come from Project Crossover, a mixed‐methods study of the transition from graduate student to PhD scientist in the fields of chemistry and physics. This analysis involved review of 116 interviews collected from graduate students and scientists and focused on the timing, source, and nature of their earliest interest in science. The majority (65%) of participants reported that their interest in science began before
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TEAM MEMBERS: University of Virginia Main Campus Robert Tai Adam Maltese
resource evaluation Public Programs
One objective of the Center for High-rate Manufacturing is to increase knowledge of and interest in nanotechology among secondary and postsecondary students, educators, and the general public. The Center partners with the Museum of Science, Boston, to help carry out these goals. The Museum's CHN sub-award PI and her team provides training to graduate students to help them learn how to engage in education and outreach activities with these groups. To better understand graduate student education and outreach activities, and student participation in the Museum of Science outreach activities and
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TEAM MEMBERS: UMass Donahue Institute Research and Evaluation Group Carol Lynn Alpert Carol Barry
resource project Media and Technology
Brigham Young University and the University of Maryland, in partnership with the Smithsonian Institution, the Computer History Museum, and NASA, plus leading game designers, educators, scientists, and researchers, will conduct research on the design and development of two large-scale Alternate Reality Games (ARGs) based on deep-time science in astrobiology, astrophysics, and interplanetary space travel. The project will iteratively design and test two distinct types of ARGs (closed- and open-ended) to study the effects of these ARGs on STEM learning. The ARGs will be based upon the Next Generation Science Standards (NGSS), affording learners with intensive, self-driven, and scaffolded scientific learning and will be aimed at attracting girls and other groups historically underrepresented in science and technology. Each ARG will be designed by NASA scientists, educators and education researchers, and game-based learning experts and will be highly interactive: engaging learners in collaborative investigations in real and virtual worlds to collect scientific data, conduct data analysis, and contribute scientific evidence that will help solve scientific questions within a science-based narrative derived from real world problems that will develop learners' computational thinking skills in a collaborative, participatory virtual learning environment. Combining data from web and social media analytics, player interviews, surveys, and user-generated content, researchers, and evaluation experts at UXR who will provide an outcomes-based evaluation, including front-end, formative, remedial, and summative evaluations, will establish the properties of ARGs that most effectively advance informal STEM learning outcomes. By comparing open-ended and closed-ended ARGs, the PIs will be able to assess the relative strengths and weaknesses of two distinct approaches to Alternate Reality Game design. The project team will test the hypothesis that open-ended, user-generated content will support inquiry-based learning, peer-to-peer learning, and life-wide and life-deep learning, while close-ended, narrative-rich ARGs will support specific transfer of STEM knowledge, collaboration, and problem solving. To help ensure that the games appeal to their target audiences, the project team will adopt co-design methods, enlisting the creative input of participating teens at each stage of the design process. Supplementary materials and lesson plans developed in close consultation with teachers, librarians, teens, and external stakeholders will enable the ARGs to be widely and effectively used as a model in museums, classrooms, libraries, and after-school programs. The proposed ARGs represent a unique environment to test learning principles that enable players to bridge their learning through transmedia across multiple contexts and test the effects of collaboration with massive numbers of concurrent players. As a result, the project should yield insights on how learning principles can be adopted and re-appropriated for emerging learning environments, including those that that might be crowd-sourced. The research is well grounded in the literature and the PIs do an excellent job of mapping ARG design principles to the pertinent learning science research, providing a clear sense of the particular affordances of the genre that should lead to new understandings. The approach has profound implications for the way we might teach the next generation of students. The ability to mix problem solving and learning in virtual spaces with experiences and data derived from the physical world could dramatically change how we understand the role of technology in education.
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TEAM MEMBERS: Derek Hansen Steven Shumway June Ahn Elizabeth Bonsignore Kari Kraus
resource project Media and Technology
This full-scale project addresses the need for more youth, especially girls, to pursue an interest in engineering and eventually fill a critical workforce need. The project leverages museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities. The project includes the following bilingual deliverables: (1) Creative Solutions programming will engage girls in group oriented engineering activities at partner community-based organizations, where the activities highlight altruistic, personally relevant, and social aspects of engineering. Existing community groups will use the activities in their regular meeting structure. Visits to the museum exhibits, titled Design Your World will reinforce messages; (2) Design Your World Exhibits will serve as a community hub at two ISE institutions (Oregon Museum of Science and Industry and the Hatfield Marine Science Center). They will leverage existing NSF-funded Engineer It! (DRL-9803989) exhibits redesigned to attract, engage, and mobilize a more diverse population by showcasing altruistic, personally relevant, and social aspects of engineering; (3) Digital engagement through targeted use of social media will complement program and exhibit content and be an online portal for groups engaged in the project; (4) A community action group (CAG) will provide professional development opportunities to stakeholders interested in girls' STEM identity (e.g. parents, STEM-based business professionals) to promote effective engineering messaging throughout the community and engage them in supporting project participants; and (5) Longitudinal research will explore how girls construct and negotiate engineering-related identities through discourse across the project activities and over time.
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resource project Exhibitions
This research project led by the Exploratorium will use a combination of tracking and timing, cluster analysis, and focus groups to seek to answer the research question: To what extent and in what ways do female-responsive designs more effectively engage girls at STEM exhibits? This project addresses the need for more research in this area by pioneering the study of potential female-responsive design (FRD) principles for exhibits across a wide variety of STEM topics and exhibit types. This project includes four phases that will build from the work of the PI that developed an initial Female-Responsive Design (FRD) Framework regarding female engagement and learning in STEM -- based on extensive literature review and practitioner interviews. This project will expand on and validate this FRD Framework, with the ultimate goal of having a set of criteria for female-responsive designs (FRD) that effectively engage girls at STEM exhibits. The four phases of the research project are: Phase 1: Track 1000 boys and girls across three institutions using over 300 physics, engineering, and math exhibits to identify which exhibits engage boys and girls equally, and which are less engaging for girls. Phase 2: A panel of experts and girl advisors identify additional female-responsive design principles, expanding on those identified to date in literature and practice. Phase 3: Combining results from the first two phases, the third phase employs statistical analyses to reveal the most effective combinations of design principles for engaging girls across a variety of exhibits. Phase 4: This qualitative phase conducts focus groups with girls to explore how the final FRD Framework works to better engage them, and how their learning differs at exhibits that exemplify the principles in the Framework.
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resource project Media and Technology
SciGirls and Citizen Science: Real Data, Real Kids, Real Discoveries SciGirls is showcasing Citizen Science! From their own backyards to a NASA research center, the bright, relatable, real girls featured on the groundbreaking PBS series are seriously into science, technology, engineering and math, or STEM. And Season Three of SciGirls finds these STEM adventurers tracking toads, counting clouds and much more, all in the name of citizen science. The brand-new season of the Emmy-winning show, featuring six stand-out episodes, debuted April 2015 on PBS KIDS (check local listings) and online at http://pbskids.org/scigirls. Citizen science is the newest STEM frontier that engages the general public –and kids – in real science. Scientists worldwide invite ordinary people—like the SciGirls—to observe and record data about everything from birds to beaches, monarch butterflies to maple trees. The data is then shared with scientists, who use it to generate new scientific knowledge. In six exciting new episodes, middle school girls and their female STEM professional mentors hit the great outdoors, cataloging frog calls, tracking the changing seasons, verifying satellite imagery of clouds, monitoring fragile butterfly populations, improving urban bird habitats, and advocating for healthy oceans. In addition, animated characters Izzie and Jake are back and finding themselves in sticky situations that can only be solved by STEM—and the SciGirls. When the SciGirls share their data with professional scientists, they save the day for Izzie and Jake and help save the environment! The new mobile-friendly website at http://pbskids.org/scigirls lets kids play new games, watch episodes and videos, and connect with fellow STEM explorers anywhere, anytime. “Collaboration is the key to successful citizen science,” said SciGirls executive producer Richard Hudson. “Since SciGirls’ beginning, working together—making discoveries, mistakes and friends—is one of the important research-based methods we use to engage girls around STEM. This new season underscores the importance of collaboration within the scientific research community and workforce. SciGirls is fortunate to have powerful partners advising us about citizen science, including the Cornell Lab of Ornithology, NASA and SciStarter.” The SciGirls creative team is headed by Twin Cities Public Television’s Director of Science Content Richard Hudson, Executive Producer of the long-running PBS children’s science series Newton's Apple and creator of DragonflyTV and the SciGirls initiative. Animation is created by Soup2Nuts, producers of PBS’ WordGirl. Strategic partners for the new series are the Cornell Lab of Ornithology, Rick Bonney co-PI, and the National Girls Collaborative Project, co-PI Karen Peterson. SciGirls is made possible by a major grant from the National Science Foundation. Additional funding is provided by INFOR, Northrop Grumman Foundation, and PPG Industries Foundation.
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resource project Exhibitions
This research and development project would inform and engage audiences (especially middle school age girls) about the fundamental research under investigation at the Large Hadron Collider (LHC) at CERN in Geneva, Switzerland. A research plan and summative evaluation will fill a gap in what is known about the public's perception and understanding of the LHC/particle physics and include studies on girl's interest and engagement. Deliverables include a 40 minute giant screen film (3D/2D), full dome planetarium film, an interactive theater lobby exhibit, website, mobile app, materials and professional development workshops for educators. The giant screen film will use scientific visualizations and artistic interpretation to reveal compelling scientific stories recreating conditions following the Big Bang and the discovery in 2012 of the Higgs boson. CERN is providing unprecedented access to the collider and particle detectors including filming inside the 17 mile long underground tunnel while it is closed for upgrades in 2013-2014. There are 8 partner science museums (7 with planetariums) that will show the film/exhibit and serve as sites for research, evaluation, and outreach to underserved audiences ( Adventure Science Center, Carnegie Science Center, The Franklin Institute, Liberty Science Center, OMSI, Orlando Science Center, the Smithsonian, and the St. Louis Science Center). Additional distribution/marketing channels include giant screen theaters, planetariums, DVD, and social social media. Launch is targeted for 2016. Learning outcomes will focus on increasing awareness and interest in the LHC and increasing young people's engagement and excitement about the nature of scientific discovery. The research on girl's engagement and interest in physics will fill a gap in field. The project deliverables are projected to reach large audiences through national distribution of the giant screen film, the planetarium show, the exhibit, 3D/2D Blu Ray and DVDs, and access on computers, tablets, and other mobile devices.
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TEAM MEMBERS: Mark Kresser Stephen Low Dale McCreedy Manuel Calderon de la Barca Barbara Flagg
resource project Public Programs
Techbridge has proposed a broad implementation project that will scale up a tested multi-faceted model that increases girls' interest in STEM careers. The objectives of this project are to increase girls' engineering, technology, and science skills and career interests; build STEM capacity and sustainability across communities; enhance STEM and career exploration for underrepresented girls and their families; and advance research on the scale-up, sustainability, and impact of the model with career exploration. The Techbridge approach is grounded in Eccles' expectancy value model, and helps bridge critical junctures as girls transition from elementary to middle school and middle school to high school, immersing participants in a network of peers and supportive adults. Techbridge targets girls in grades 5-12 with a model that includes five components: a previously tested and evaluated curriculum, career exploration, professional development for staff and teachers, family engagement, and dissemination. The inquiry-based curriculum introduces electrical engineering and computer science through engaging, hands-on units on Cars and Engines, Green Design, and Electrical Engineering. The Techbridge model will be enhanced to include a central repository for curriculum and support materials, electronic girl-driven career exploration resources, an online learning community and video tools for staff, and customized family guides. Project deliverables include the dissemination of the enhanced model to three cities, 24 school sites and teachers, 2,000 girls, and over 600 role models. A supplementary research component will study the broad implementation of the Techbridge model by examining the fidelity of implementation and the program's impact on girls' STEM engagement and learning. The research questions are as follows: (1) To what extent and how do new program sites demonstrate adherence to the Techbridge program model? (2) Do new sites experience similar or increased participant responsiveness to Techbridge programming with regard to scientific learning outcomes, career awareness, attitude and interest in engineering? (3)How are changes experienced by girls sustained over time, if at all? (4) To what extent and how do new sites balance instilling the Techbridge essentials, those critical components Techbridge identifies as essential for success, with the need for local adaptation and ownership of the program? and (5) Given the potential for customization in local communities, do new sites maintain programmatic quality of delivery experienced at the original site? If so, what are elements essential to success regarding quality delivery? The mixed-methods study will include document analysis, embedded assessments, participant survey scales, and observations. Qualitative data methods include interviews with teachers, role models, staff and focus groups with girls. A project evaluation will also be conducted which investigates project outcomes for participants (girls, teachers, role models, and families) and fidelity of the implementation and enhancements at expansion sites, using a quasi-experimental approach. Career and learning outcomes for girls will be determined using embedded assessments, portfolios, surveys, school data, and previously validated instruments such as the Career Interest Questionnaire and the Modified Attitudes towards Science Inventory. The Managing Complex Change model is used as a framework for the project evaluation for the purpose of examining factors related to the effectiveness of scaling. The dissemination of research and evaluation findings will be achieved through the use of publications, blogs, social media, and conferences. It is anticipated that this project will broaden the participation of Hispanic, African-American, and English language learner girls, build capacity for STEM programming and sustainability at the dissemination sites, and disseminate findings to over 1 million educators, researchers, and community members. Broader impacts include contributing to the field's understanding of how virtual role models and field trips can engage young women, increase corporate advocacy, and engage participants in research and dissemination efforts.
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TEAM MEMBERS: Linda Kekelis