In this article, Nathalie Caplet, from Cap Sciences in Bordeaux, France, outlines how French and European museums in general cater to young audiences in exhibitions while otherwise targeting the general public. Caplet provides examples of how institutions engage children using old or more innovative techniques.
Describes an outdoor educational program at the University of California Botanical Garden in which children are encouraged to handle the plants and are provided with a taped commentary. By the use of an inquiry method, children learn how the Californian Indians used many of the native plants.
"Have You Spotted Me? Learning Lessons by Looking for Ladybugs" is an innovative citizen science project that targets children from Native American, rural, farming, and disadvantaged communities. While most citizen science efforts target teens and adults, this project enables youth ages 5-11 to contribute to the development of a major ladybug database. Adult mentors in youth programs introduce children to topics such as ladybugs, invasive species, biodiversity, and conservation. Youth not affiliated with a program may participate independently. Project deliverables include a self-contained education program, an Internet portal and project website, a dedicated corps of volunteers, and the largest, accessible biological database ever developed. The database is made more reliable by utilizing records accompanied by an identifiable data image as a certified data point. Partners include the NY State 4-H, South Dakota State 4-H, Migrant Worker Children's Education Program, Cayuga Nature Center, Seneca Nation Department of Education Summer Programs, Seneca Nation Early Childhood Learner Centers After School Program, and the Onondaga Nation After School Program. Strategic impact will be realized through the creation of a citizen science project that provides hands-on interactions, field experiences, and accessible data that creates unique learning opportunities for youth. It is estimated that nearly 10,000 youth will be impacted by this work.
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John LoseyLeslie AlleeLouis HeslerMichael CatanguiJohn Pickering
This report, commissioned by the Wellcome Trust, provides a review of the value of informal science learning to science education in the UK. The study seeks to provide: a better understanding of the scope of informal science learning, its theoretical base and the types of change it can bring about in the understanding of and attitudes towards science; recommendations for robust methods for evaluating the impact of informal science learning, based on an analysis of practice in the field; recommendations on reaching deprived learners, schools and families; and recommendations based on best
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GHK ConsultingRichard LloydRoss NeilsonSuzanne KingMark DyballWellcome Trust
Painting with Natural Selection is an interactive installation that uses evolution and scientific experimentation to create an artistic experience. Painting is the second phase of a larger art and science project that explores the relationship between evolution and reproduction. Phase I was building custom software that simulates virtual organisms growing, reproducing and evolving - Evorepro. Evorepro was funded by a Science Education Partnership Award led by Dr. John A. Pollock at Duquesne University. Painting was funded by a Spark Award from the Sprout Fund. In Painting, kids influence the evolution of simulated bacteria by changing their virtual environment. The experience allows kids to get creative right away as they develop an intuitive understanding of the ebb and flow of evolutionary processes. The virtual organisms respond and evolve in real-time creating a visceral connection between the individual and their impact in the virtual world that leads to an awareness of our footprint in our real world and wonder at life's adaptability.
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Carnegie-Mellon UniversityJoana Ricou
This report summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning.
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University of California, IrvineMizuko ItoBecky Herr-Stephenson
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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University of California, IrvineMizuko Ito
This report was completed by the Program Evaluation Research Group at Endicott College in October 2013. It describes the outcomes and impacts of a four-year, NSF-funded project called Go Botany: Integrated Tools to Advance Botanical Learning (grant number 0840186). Go Botany focuses on fostering increased interest in and knowledge of botany among youth and adults in New England. This was being done through the creation of an online flora for the region, along with the development of related tools, including PlantShare, and a user-friendly interface for ‘smartphones’. In January 2012, the PI
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Judah LeblangNew England Wild Flower Society
In this report, the authors review research of afterschool programs and discuss the effects of these programs on participating youth as a means to advance science learning and attitudes toward science. The report analyzes the qualities of programs that yield the best results in terms of comprehension and sustained science learning.
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Board on Science EducationSarah Schwartz
This issue brief illustrates the power of strong, successful partnerships between afterschool programs and STEM-rich institutions. Additionally, the partnerships described offer promising and innovative models that can have a significant impact on both students and their instructors. Afterschool programs have a long and rich history of leveraging community resources to best meet the needs of the youth they serve. They recognize that STEM-rich institutions -- science centers and museums, universities and colleges, corporations and businesses, and government agencies -- have a lot to offer. All
This full-scale development project will address the need for creative models to support STEM learning in underserved rural communities that lack traditional infrastructure such as science centers. The project will create and study an innovative model of capacity-building: viz., small networks of community-embedded “STEM Guides” will be trained to identify a range of existing STEM resources available in their local regions, and to connect STEM-interested youth with them in creative and personal ways. Anticipated learning outcomes for youth and families include greater awareness of and interest in STEM experiences and pathways. At the regional level, the project will build capacity through increasing the STEM Guides’ knowledge of local STEM opportunities, and by enhancing connections among STEM-related resources, programs, and industries. The project will implement and study STEM Guide networks in a staggered series of five low-income, rural regions, providing startup resources and professional development. The project will increase the frequency and depth of out-of-school STEM experiences for approximately 3,000 youth aged 10-18 at a relatively low cost, creating a national model for STEM capacity-building in rural settings. It is led by the Maine Mathematics and Science Alliance, with 4-H, Cornerstones of Science (library-based STEM) and Maine’s university system as collaborators. EDC is the primary external evaluator.
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.