Maker Education scholarship is accumulating increasingly complex understandings of the kinds of learning associated with maker practices along with principles and pedagogies that support such learning. However, even as large investments are being made to spread maker education, there is little understanding of how organizations that are intended targets of such investments learn to develop new maker related educational programs. Using the framework of Expansive Learning, focusing on organizational learning processes resulting in new and unfolding forms of activity, this paper begins to fill
The University of Washington, the Exploratorium, the Education Development Center, Inverness Research, and the University of Colorado - Boulder have come together to form a Research+Practice (R+P) Collaboratory. The Collaboratory seeks to address and reframe the gap between research and practice in K-12 STEM education. This gap persists despite decades of work by many leading organizations, associations, and individuals. Attempts to close the gap have generally focused on creating resources and mechanisms that first explain or illustrate "what research says" and then invite educators to access and integrate findings into practice. Recently, however, attention has turned to the ways in which the medical sciences are addressing the gap between research and clinical practice through the developing field of "translational research." In medicine, the strategy has been to shift the focus from adoption to adaptation of research into practice. Implicit in the notion of adaptation is a bi-directional process of cultural exchange in which both researchers and practitioners come to understand how the knowledge products of each field can strengthen the professional activities in the other. Along these lines, the R+P Collaboratory is working with leading professional associations and STEM improvement efforts to leverage their existing knowledge and experience and to build sustainable strategies for closing the gap. Activities include:
Collecting, creating and synthesizing translational research resources to expand STEM educators' and educational leaders' access and awareness to current relevant research.
Supporting multiple opportunities for cross-sector (research and practice; education and social sciences; formal and informal) meetings to foster critical engagement and cultural exchange.
Testing, documenting and innovating new resources and mechanisms at Adaptation Sites and disseminating both products and results through the R+P Resource Center.
The R+P Collaboratory is developing an online 'Go-To' Resource Center website that houses the resources collected, created, and curated by the Collaboratory. The Resource Center also has significant 'Take-Out' features, with all materials meta-tagged so that they can be automatically uploaded, reformatted, and integrated into the existing communication and professional development mechanisms (e.g., newsletters, digests, conferences, and websites) of a dozen leading professional associations within a Professional Association Partner Network.
In light of new and emerging standards in the STEM disciplines, the Collaboratory is focusing its work on four salient and timely bodies of research: (a) STEM Practices, (b) Formative Assessment, (c) Cyberlearning, and (d) Learning as a Cross-Setting Phenomenon. Special emphasis is being placed on research and practice that focuses on the learning of children and youth from communities historically underrepresented in STEM fields.
The work of the R+P Collaboratory includes research and evaluation of its own efforts through studies aimed at answering the following questions:
How are Collaboratory resources and engagement activities accessed, experienced and leveraged by participants?
What resources, mechanisms and learning contexts support cultural exchange among STEM education researchers and practitioners?
What new kinds of practices result when research-based evidence is adapted into evidence-based practices, and how does it change learning opportunities for K-12 aged children?
How can effective strategies, mechanisms and resources of the Collaboratory be scaled and adapted to new contexts?
By first recognizing the valuable social and scientific practices taking place within families as they learn science together across multiple, everyday settings, this dissertation addresses questions of how to design and scaffold activities that build and expand on those practices to foster a deep understanding of science, and how the aesthetic experience of learning science builds connections across educational settings. Families were invited to visit a natural history museum, an aquarium, and a place or activity of the family’s choice that they associated with science learning. Some families
In 2018, the Croucher Foundation conducted its third annual mapping exercise for the out-of-school STEM learning ecosystem in Hong Kong.
The study reveals a rich and vibrant ecosystem for out-of-school STEM in Hong Kong with over 3,000 discrete activities covering a very wide range of science disciplines. This third report indicates extremely rapid growth in available out-of-school STEM activities compared to 2016 and an even larger increase in the number of organisations offering out-of-school STEM activities in Hong Kong.
STEM educators are eager to foster long term collaboration with each other, and with schools. At the same time, good working practice by schools, teachers, STEM educators and institutions that involves and engages local communities was discovered, showing the diversified modes of connection which could enhance the sustainability of STEM ecosystem.
We trust that this three-year study with its associated digital maps, provides a useful resource for schools, teachers, students, parents, STEM educators and education policy makers in Hong Kong.
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.
Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
A focus group study was conducted with purposefully sampled student participants solving an engineering design challenge during a one-week engineering summer camp held at a research-intensive university in the southeast. The goal of the study was to further understand the student experience and ascertain the perceived value of an informal learning environment for students engaged in an engineering design challenge. Emergent themes are provided to illustrate the primary challenges related to the engineering design challenge and the aspects of the engineering summer camp that were beneficial to
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TEAM MEMBERS:
Cameron DensonMatthew LammiTracy Foote WhiteLaura Bottomley
This paper examines STEM-based informal learning environments for underrepresented students and reports on the aspects of these programs that are beneficial to students. This qualitative study provides a nuanced look into informal learning environments and determines what is unique about these experiences and makes them beneficial for students. We provide results of a qualitative research study conducted with the Mathematics, Engineering, Science Achievement (MESA) program, an informal learning environment that has proven to be effective in recruiting, retaining and encouraging
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TEAM MEMBERS:
Cameron DensonChandra Austin StallworthChristine HaileyDaniel Householder
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.
The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.
The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS:
Maritza MacdonaldMeryle WeinsteinRosamond KinzlerMordecai-Mark Mac LowEdmond MathezDavid Silvernail
resourceevaluationMuseum and Science Center Programs
The 5-year longitudinal study on Iridescent's Family Science Learning model was conducted with 2,173 participants from 9 schools and museum sites in Los Angeles and New York City. Participants were underserved elementary school students and their parents. Families met once a week for 5 weeks in a row. Five families (~20 participants) came for all 5 years.
Each program implementation was coordinated by Iridescent team members. The goal of this study was to:
* To identify scalable methods of engaging underserved audiences in STEM.
* To identify sustainable methods of supporting long-term
A PowerPoint slide presentation given by John Kania, Global Managing Director from FSG on collective impact at the June 3, 2015 National Science Foundation INCLUDES Achieving Scale for Inclusion in STEM Director's Workshop.
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TEAM MEMBERS:
John Kania
resourceprojectProfessional Development, Conferences, and Networks
EvaluATE is a national resource center dedicated to supporting and improving the evaluation practices of approximately 250 ATE grantees across the country. EvaluATE conducts webinars and workshops, publishes a quarterly newsletter, maintains a website with a digital resource library, develops materials to guide evaluation work, and conducts an annual survey of ATE grantees. EvaluATE's mission is to promote the goals of the ATE program by partnering with projects and centers to strengthen the program's evaluation knowledge base, expand the use of exemplary evaluation practices, and support the continuous improvement of technician education throughout the nation. EvaluATE's goals associated with this proposal are to: (1) Ensure that all ATE Principal Investigators and evaluators know the essential elements of a credible and useful evaluation; (2) Maintain a comprehensive collection of online resources for ATE evaluation; (3) Strengthen and expand the network of ATE evaluation stakeholders; and (4) Gather, synthesize, and disseminate data about the ATE program activities to advance knowledge about ATE/technician education. The Center plans to produce a comprehensive set of evaluation resources to complement other services, engaging several community college-based Principal Investigators and evaluators in that process.
EvaluATE's products are informed by current research on evaluation, the National Science Foundation's priorities for the evaluation of ATE grants, and the needs of ATE PIs and evaluators for sound guidance that is immediately relevant and usable in their contexts. The fundamental nature of EvaluATE's work is geared toward supporting ATE grantees to use evaluation regularly to improve their work and demonstrate their impacts. All of EvaluATE's products are available to the public. EvaluATE's findings from the annual survey of ATE grantees aid in advancing understanding of the status of technician education and illuminate areas for additional research. The new survey investigates ATE grantees' work to serve underrepresented and special populations, including women, people of color, and veterans. Survey data are available upon request for research and evaluation purposes.
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TEAM MEMBERS:
Lori WingateArlen GullicksonEmma PerkKelly RobertsonLyssa Becho