This document summarizes lessons learned from implementing Leap into Science: Cultivating a National Network for Informal Science and Literacy (Leap into Science) from 2017-2023.
This project is expanding an effective mobile making program to achieve sustainable, widespread impact among underserved youth. Making is a design-based, participant-driven endeavor that is based on a learning by doing pedagogy. For nearly a decade, California State University San Marcos has operated out-of-school making programs for bringing both equipment and university student facilitators to the sites in under-served communities. In collaboration with four other CSU campuses, this project will expand along four dimensions: (a) adding community sites in addition to school sites (b) adding rural contexts in addition to urban/suburban, (c) adding hybrid and online options in addition to in-person), and (d) including future teachers as facilitators in addition to STEM undergraduates. The program uses design thinking as a framework to engage participants in addressing real-world problems that are personally and socially meaningful. Participants will use low- and high-tech tools, such as circuity, coding, and robotics to engage in activities that respond to design challenges. A diverse group of university students will lead weekly, 90-minute activities and serve as near-peer mentors, providing a connection to the university for the youth participants, many of whom will be first-generation college students. The project will significantly expand the Mobile Making program from 12 sites in North San Diego County to 48 sites across California, with nearly 2,000 university facilitators providing 12 hours of programming each year to over 10,000 underserved youth (grades 4th through 8th) during the five-year timeline.
The project research will examine whether the additional sites and program variations result in positive youth and university student outcomes. For youth in grades 4 through 8, the project will evaluate impacts including sustained interest in making and STEM, increased self-efficacy in making and STEM, and a greater sense that making and STEM are relevant to their lives. For university student facilitators, the project will investigate impacts including broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. Multiple sources of data will be used to research the expanded Mobile Making program's impact on youth and undergraduate participants, compare implementation sites, and understand the program's efficacy when across different communities with diverse learner populations. A mixed methods approach that leverages extant data (attendance numbers, student artifacts), surveys, focus groups, making session feedback forms, observations, and field notes will together be used to assess youth and university student participant outcomes. The project will disaggregate data based on gender, race/ethnicity, grade level, and site to understand the Mobile Making program's impact on youth participants at multiple levels across contexts. The project will further compare findings from different types of implementation sites (e.g., school vs. library), learner groups, (e.g., middle vs. upper elementary students), and facilitator groups (e.g., STEM majors vs. future teachers). This will enable the project to conduct cross-case comparisons between CSU campuses. Project research will also compare findings from urban and rural school sites as well as based on the modality of teaching and learning (e.g., in-person vs. online). The mobile making program activities, project research, and a toolkit for implementing a Mobile maker program will be widely disseminated to researchers, educators, and out-of-school programs.
The Children’s Museum will collaborate with six Hartford Public Library branches, three Hartford Family Centers, and the Connecticut Children’s Medical Center to provide hands-on Science, Technology, Engineering, Arts, and Mathematics (STEAM) - based programs to over 1,000 local 3 to 14-year old children and their care givers. Program design and development will include planning for field trips to the museum. All participants will be given age-specific, supplemental STEAM materials to continue their learning activities at home, and families can attend more than one week of library programs, or more than three Saturdays of family center programs. The goal will be to help urban Hartford youths find new pathways toward responsible citizenry and fiscal stability.
The Harvard Museums of Science and Culture will improve the ability of middle school teachers to use museum-based digital resources to support classroom instruction aligned with state and national science standards. Working with advisory teachers from five collaborating school districts, the museum will co-create classroom activities, based on digital resources from its collections, along with associated teacher professional development programs at three sites across urban and rural Massachusetts. The project will provide schools with access to classroom-ready resources that successfully support student learning. Teachers will learn how to use these materials, integrate them into their teaching, and enhance their skills to teach science content and practice. External evaluators will assess the project's effectiveness by measuring teacher implementation of the digital resources in the classroom, requests for information and assistance, and changes in teachers' confidence and comfort levels.
In response to a community-identified need to prevent conflicts between humans and carnivores, the Woodland Park Zoo will develop new strategies to facilitate community-driven learning and problem-solving. The zoo will establish a community-based science education and conservation model in partnership with the city and school district of Issaquah. The project will include a middle school inquiry-based science program for 6th grade students that will begin with teacher orientations, followed by introducing program elements to students, and culminating in a community event at each school featuring student presentations. A three-phase community engagement program will begin with a resident survey on carnivores in the community and an open house launch event. A series of community events and formation of learning teams for further dialogue and for problem solving will result in the implementation of strategies developed by the teams. The framework produced by the project will be applicable to other communities attempting to balance urban expansion with wildlife conservation.
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
Access & opportunity in STEM remain limited for youth from historically underrepresented backgrounds in the US & UK. We present findings grounded in Participatory Ethnographies into STEM pathways, highlighting how youth participate in ISL across time and settings in equitable and transformative ways, and practices that ISL practitioners engage in towards supporting pathway authoring. We take a pathways lens to highlight the multiple directions one may take through a particular ecology towards a wide range of outcomes beyond the STEM career, such as STEM agency and identities. Our study