The Children's Museum at La Habra's Lil' Innovators Early Childhood STEM project will increase STEM skill and engagement among early childhood preschool teachers, disadvantaged preschoolers, and their parents. Delivered in partnership with three of La Habra's Head Start and California State Preschool program schools, the project will provide 224 preschoolers and 20 teachers with a year-long program offering increased developmental skills in STEM for underserved, low-income Hispanic students who are primarily English Language Learners. Teacher outcomes will include improved strategies for teaching STEM and increased teaching quality of STEM subjects. Parent outcomes include increased belief in the importance of STEM and increased ability to support their child's STEM learning. The standards-based education project will improve the museum's ability to serve its public by creating a community of practice consisting of a network of administrators, educators, and evaluators who will work together to improve the quality of STEM education for the youngest learners in this academically-challenged community.
The Oregon Museum of Science and Industry (OMSI), in collaboration with neuroscientists at the Oregon Health & Science University (OHSU), museum professionals, and community partners, proposes to create a 1,000 to 1,500-square-foot traveling exhibition, accompanying website, and complementary programming to promote public understanding of neuroscience research and its relevance to healthy brain development in early childhood. The exhibition and programs will focus on current research on the developing brain, up to age 5, and will reach a national audience of adult caregivers of young children and their families, with a special emphasis on Latino families. The project will be developed bi-culturally and bilingually (English/Spanish) in order to better engage underrepresented Latino audiences. The exhibition and programs will be designed and tested with family audiences.
The exhibition project, Interactive Family Learning in Support of Early Brain Development, has four goals that primarily target adult caregivers of children up to age 5:
Foster engagement with and interest in neurodevelopment during early childhood
Enhance awareness of how neuroscience research leads to knowledge about healthy development in early childhood
Inform and empower adult caregivers to enrich their children’s early learning experiences
Reach diverse family audiences, especially Latino caregivers and their families
A collaborative, multidisciplinary team of neuroscience researchers, experts in early childhood education, museum educators, and OMSI personnel with expertise in informal science education and bilingual exhibit development will work together to ensure that current science is accurately interpreted and effectively presented to reach the target audiences. The project will foster better public understanding of early brain development and awareness and confidence in caregivers in using play to enrich their children’s experiences and support healthy brain development. Visitors will explore neuroscience and early childhood development through a variety of forms—multi-sensory, hands-on interactive exhibits, graphic panels, real objects, facilitated experiences, and an accompanying website.
Following the five-year development process, the exhibition will begin an eight-year national tour, during which it will reach more than one million people.
Informal science learning (ISL) organizations that are successful at providing meaningful science, technology, engineering, arts, and mathematics (STEAM) experiences for Latino children, youth, and their families share some common traits. They have leaders and staff who believe in the importance of developing culturally relevant models and frameworks that meet the needs and acknowledge the legacy of STEAM in Latino communities. Such organizations are willing to take risks to create experiences that are culturally meaningful, garner funding and implement programs by working closely with their
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Cheryl JuarezVerónika NúñezExploratorium
Community collaboration and empowerment was identified by the GENIAL organizers as an important theme to include in the Summit. Informal STEM learning (ISL) organizations strive to engage Latino audiences in their science, technology, engineering, and math (STEM) programming on a long-term basis and recognize the importance of understanding the needs, motivations, interests, and challenges of the diverse Latino community in the context of STEM participation. An effective way to collaborate with a community is to involve them as equal partners in the co-development of ISL experiences. A key
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Salvador AcevedoPaul DusenberyExploratorium
In this case study, we highlight the work of the Bay Area STEM Ecosystem, which aims to increase equity and access to STEM learning opportunities in underserved communities. First, we lay out the problems they are trying to solve and give a high level overview of the Bay Area STEM Ecosystem’s approach to addressing them. Then, based on field observations and interviews, we highlight both the successes and some missed opportunities from the first collaborative program of this Ecosystem. Both the successes of The Bay Area STEM Ecosystem--as well as the partners’ willingness to share and examine
This one-year Collaborative Planning project seeks to bring together an interdisciplinary planning team of informal and formal STEM educators, researchers, scientists, community, and policy experts to identify the elements, activities, and community relationships necessary to cultivate and sustain a thriving regional early childhood (ages 3-6) STEM ecosystem. Based in Southeast San Diego, planning and research will focus on understanding the needs and interests of young Latino dual language learners from low income homes, as well as identify regional assets (e.g., museums, afterschool programs, universities, schools) that could coalesce efforts to systematically increase access to developmentally appropriate informal STEM activities and resources, particularly those focused on engineering and computational thinking. This project has the potential to enhance the infrastructure of early STEM education by providing a model for the planning and development of early childhood focused coalitions around the topic of STEM learning and engagement. In addition, identifying how to bridge STEM learning experiences between home, pre-k learning environments, and formal school addresses a longstanding challenge of sustaining STEM skills as young children transition between environments.
The planning process will use an iterative mixed-methods approach to develop both qualitative and quantitative and data. Specific planning strategies include the use of group facilitation techniques such as World Café, graphic recording, and live polling. Planning outcomes include: 1) a literature review on STEM ecosystems; 2) an Early Childhood STEM Community Asset Map of southeast San Diego; 3) a set of proposed design principles for identifying and creating early childhood STEM ecosystems in low income communities; and 4) a theory of action that could guide future design and research. This project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
The achievement gap begins well before children enter kindergarten. Research has shown that children who start school having missed critical early learning opportunities are already at risk for academic failure. This project seeks to narrow this gap by finding new avenues for bringing early science experiences to preschool children (ages 3-5), particularly those living in communities with few resources. Bringing together media specialists, learning researchers, and two proven home visiting organizations to collaboratively develop and investigate a new model that engages families in science exploration through joint media engagement and home visiting programs. The project will leverage the popularity and success of the NSF-funded PEEP and the Big Wide World/El Mundo Divertido de PEEP to engage both parents and preschool children with science.
To address the key goal of engaging families in science exploration through joint media engagement and home visiting programs, the team will use a Design Based Implementation Research (DBIR) approach to address the research questions by iteratively studying the intervention model (the materials and implementation process) and assessing the impact of the intervention model on parents/caregivers. The intervention model will include the PEEP Family Engagement Toolkit that will support 20 weeks of family science investigations using new digital and hands-on science learning resources. It will also include new professional development resources for home educators as well as and the implementation process and strategies for developing and implementing the Toolkit with families.
The proposed research focuses first on refining and improving program design and implementation, and second, on investigating whether the intervention improves the capacity of parent/caregivers to support young children's learning in science. Ultimately this research will accomplish two important aims: it will inform the design of the PEEP family engagement intervention model, and, more broadly, it will build practical and theoretical understanding of: 1) effective family engagement models in science learning; 2) the types of supports that families and home educators need to implement these models; and 3) how to implement these models across different home visiting programs. Given the reach of the home visiting programs and the increasing interest in supporting early science learning the potential for broad impact is significant. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:
Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.
Linked to these objectives were three project goals:
Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]
The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.
Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.
Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.
Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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Deb DunkhaseKristen MissallBenjamin DeVane