The goal of this study was to investigate the degree to which school-based and nonformal education programs that focus on air quality (AQ) achieved measurable AQ improvements, and whether specific instructional methods were associated with those improvements. We completed a standardized telephone interview with representatives of 54 AQ education programs. Quantitative analysis of these interviews generated three key findings: (1) nearly half (46%) of the programs we studied reported evidence that AQ had actually improved over the course of their projects; (2) most (89%) of the programs we
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Brian JohnsonMichael DuffinMichael Murphy
Learning environment studies acknowledge that learning takes place within the social realm and that social conditions contribute to the quality of both learning and experience. This can be said to be especially true for environmental learning programs. To access information about students' perceptions of their learning environment, a robust instrument for describing and measuring student perceptions of environmental education in place-based educational settings was developed and validated. Focus groups with environmental educators were formed to explore (from teachers' perspective) the factors
This research follows on a previous study that investigated how digitally augmented devices and knowledge building could enhance learning in a science museum. In this study, we were interested in understanding which combination of scaffolds could be used in conjunction with the unique characteristics of informal participation to increase conceptual and cognitive outcomes. Three hundred seven students from nine middle schools participated in the study. Six scaffolds were used in various combinations. The first was the digital augmentation. The next five were adaptations of knowledge-building
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Susan YoonKaren ElinichJoyce WangJaqueline SchooneveldEmma Anderson
For the purpose of clarity and consistency, the term e-learning is used throughout the paper to refer to technology-enhanced learning and information technology (IT) in teaching and learning. IT depicts computing and other IT resources. Research into e-learning has changed in focus and breadth over the last four decades as a consequence of changing technologies, and changes in educational policies and practices. Although increasing numbers of young people have access to a wide range of IT technologies during their leisure activities, little is known about this impact on their learning. Much of
In this article, we discuss the importance of recognizing students' technology-enhanced informal learning experiences and develop pedagogies to connect students' formal and informal learning experiences, in order to meet the demands of the knowledge society. The Mobile- Blended Collaborative Learning model is proposed as a framework to bridge the gap between formal and informal learning and blend them together to form a portable, flexible, collaborative and creative learning environment. Using this model, three categories of mobile application tools, namely tools for collaboration, tools for
How do informal learning organizations work with schools as part of a broader educational ecology? We examined this question through a comparative case study of two collaborative efforts whereby informal arts education organizations, a children's museum and a community-based organization, worked with an urban school district to redefine the provision of educational services for children and youth. Grounded conceptually in organizational theory, our study identified factors that enable and constrain collaboration across the formal-informal divide. We argue that examining the dynamics of cross
Twenty-four Learning Labs in libraries and museums across the country are engaging America’s youth in learning settings where they gain skills and following their passions. A new publication, Learning Labs in Libraries and Museums: Transformative Spaces for Teens, describes these innovative teen spaces. The report details the research behind the labs, the practices that support meaningful learning, and the impacts of a movement that grew with support from the Institute of Museum and Library Services and its private partner, the John D. and Catherine T. MacArthur Foundation.
This presentation was part of the "Twist and Shout: Using physical movement in STEM education" session at the 2014 ASTC Conference in Raleigh, NC. The session shared, showcased, and compiled creative new ways to incorporate physicality into the learning process.
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The project will further develop, roll out, and conduct research on a set of materials that will introduce middle school age youth to innovative and engaging engineering challenges in the Boys and Girls Club (B&GCs) context. Building on substantial prior work and evaluation-based learning, WISE Guys and Gals - Boys & Girls as WISEngineering STEM Learners (WGG) will: (1) combine engineering design activities with the (open source, online) WISEngineering infrastructure; (2) scale-up the infrastructure; (3) engage youth in informal afterschool experiences; and (4) collect a wealth of rich data to further our understanding of how youth learn through these experiences. This work will be conducted by Hofstra University's Center for STEM Research in conjunction with Brookhaven National Laboratory (BNL), The CUNY Graduate Center's Center for Advanced Study in Education (CASE), the Boys & Girls Club of America, and 25 B&GCs in New York and New Jersey. The underlying theoretical framework builds on proof-of-concept work supported by NSF and the Bill and Melinda Gates Foundation. An open source, on-line interface (WISEngineering) provides numerous virtual tools (e.g., social networking, Design Journal, embedded assessments) that promote learning and collaboration through challenging, thoughtful, and creative work. WGG will explore how to incorporate creativity, social networking, connections to real-world STEM needs/careers, and teamwork into challenges that can be completed in a one-hour period, an activity time constraint in many B&GC settings. Staff from the clubs will participate in face-to-face and virtual professional development in an effort to build their capacity as facilitators of STEM learning. Research will focus on: (1) how activities developed for 60-minute implementation and guided by informed engineering design and interconnected learning frameworks support youth learning and engagement; and (2) characteristics of the professional development approach that support B&GC facilitators' capacity development. By the end of the project, over 6,000 middle school aged youth, the majority from groups underrepresented in STEM areas, will gain experience with engineering design as they develop engineering thinking, new STEM competencies, STEM career awareness, and an appreciation for the civic value of STEM knowledge.
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TEAM MEMBERS:
David BurghardtXiang FuKenneth WhiteMelissa Rhodes
For over 60 years annual Science Fairs and Engineering competitions have been held in schools and communities throughout the country, engaging large numbers of middle school students and culminating in national and international events. Science fairs are at the intersection of formal learning in school and informal science learning in other settings including science centers, after-school programs, and clubs. However, in spite of their wide implementation and long history, there are few empirical studies that have examined the relationship between student participation in these fairs and their learning and interest in science. Additionally, there have been no studies to understand the real cost of these programs relative to the student benefits. This educational research project will fill that gap in understanding. It will systematically document and describe science fair models; measure their impact on learning; and provide evidence about the costs of various models and related benefits. The findings from this study will inform a wide range of stakeholders (including teachers, science fair leaders, volunteers, parents, and businesses) about these models and how they impact students' mastery of science and engineering practices. This four-year study in all regions of the country will be conducted in two phases: Phase 1 will be a survey of 3800 middle school science teachers will define the characteristics of science fair models; Phase 2 will use those understandings to conduct case studies in 20 schools. Deliverables include handbooks for teachers and the science fair community, articles in journals summarizing findings, the Science and Engineering Practice and Interest Inventory, and a suite of data collection instruments for scoring rubrics to describe science fairs and measure their impact. Research questions will include: (1) What are the basic models of middle school science fairs? (2) To what extent does participation in a particular model enhance students' mastery of science and engineering practices and/or their interest in science? (3) What student-teacher and school-level factors contribute to or inhibit students' mastery? (4) What resources, human and financial, are required to implement an effective middle school science fair? and (5) What are the most cost-effective aspects of the science fair experience, and how can they be applied or adapted by science fair leaders and teachers to strengthen students' mastery of science and engineering practices? Findings from this study will have the potential to improve current practices in the design and implementation of science fairs and their impact on student learning; they will be widely disseminated to the various stakeholders through publications, conference presentations, and educational association channels.
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
During middle school, many young people disengage from and consequently do not achieve in school-based STEM subjects. This phenomenon is more pronounced among young people in low-income communities than elsewhere. Many summer, out-of-school STEM programs are designed to offer young people opportunities to engage in hands-on, inquiry-based learning that promote interest and engagement in STEM. Research on the effect of these types of programs is limited, however. This research project seeks to fill this gap by identifying and studying practices that promote interest and engagement in STEM-related topics. The central goal of the summer STEM Interest and Engagement Study is to identify instructional practices associated with cultivating and sustaining young people's interest and engagement in out-of-school STEM summer learning programs for middle school youth. The project is based on a model of change developed from existing theory and empirical research on the cultivation of youths' interest and engagement in STEM. The project is a descriptive study that will apply multiple data collection and analytic methods, including the Experience Sampling Method (ESM), to determine instructional practices and the resulting interest, engagement, and perceptions of youth as they participate in STEM activities. In addition, survey data provided by program participants will allow the researchers to account for individual differences in preexisting interest and background factors, such as gender and ethnicity, and to measure changes in dispositions toward STEM. By better understanding these connections, practitioners can better understand how the design of their programs may influence the outcome of the participants' experience, including their education and career decisions.
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TEAM MEMBERS:
Deborah MoroneyNeil NaftzgerLee ShumowJennifer Schmidt