In this article we explore how activity design and learning contexts can influence youth failure mindsets through a case study of five youth who described failure as sometimes a good thing and sometimes a bad thing (a perspective we characterize as Failure as Mosaic, described in the article). These youth and their descriptions of failure-positive and failure-negative experiences offer a unique opportunity to identify how experiences can be designed to support learning and persistence. In order to understand differing views of failure among youth, we researched the following questions:
This three-year research and implementation project empowers middle school LatinX youth to employ their own assets and funds of knowledge to solve community problems through engineering. Only 7% of adults in the STEM job cluster are of Hispanic/Latino origin. There is a continuing need for filling engineering jobs in our current and future economy. This project will significantly broaden participation of LatinX youth in engineering activities at a critical point as they make career decisions. Design Squad Global LatinX expands on a tested model previously funded by NSF and shown to be successful. It will enable LatinX youth to view themselves as designers and engineers and to build from their strengths to expand their skills and participation in science and engineering. The project goals are to: 1) develop an innovative inclusive approach to informal engineering education for LatinX students that can broaden their engineering participation and that of other underrepresented groups, (2) to galvanize collaborations across diverse local, national, and international stakeholders to create a STEM learning ecosystem and (3) to advance knowledge about a STEM pedagogy that bridges personal-cultural identity and experience with engineering knowledge and skills. Project deliverables include a conceptual framework for a strength-based approach to engineering education for LatinX youth, a program model that is asset based, a collection of educational resources including a club guide for how to scaffold culturally responsive engineering challenge activities, an online training course for club leaders, and a mentoring strategy for university engineering students working with middle school youth. Project partners include the global education organization, iEARN, the Society of Women Engineers, and various University engineering programs.
The research study will employ an experimental study design to evaluate the impact on youth participating in the Design Squad LatinX programs. The key research questions are (1) Does participation increase students' positive perceptions of themselves and understanding of engineering and global perspectives? (2) To what extent do changes in understanding engineering vary by community (site) and by student characteristics (age, gender, ethnicity)? (3) Do educators and club leaders increase their positive perceptions of youths' funds of knowledge and their own understanding of engineering? and (4) Do university mentors increase their ability to lead informal engineering/STEM education with middle school youth? A sample from 72 local Design Squad LatinX clubs with an enrollment of 10-15 students will be drawn with half randomly assigned to the participant condition and half to the control condition. Methods used include pre and post surveys, implementation logs for checks on program implementation, site visits to carry out observations, focus groups with students and interviews with adult leaders. Data will be analyzed by estimating hierarchical linear models with observations. In addition, in-situ ethnographically-oriented observations as well as interviews at two sites will be used to develop qualitative case studies.
This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
The project will develop and research the ways in which maker education activities can be leveraged to support intergenerational learning in hyper-vulnerable populations, such as families with an incarcerated parent. Maker education is often linked to STEM learning and uses hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. Research has shown that maker education activities support STEM learning and creativity, the development of STEM identities and dispositions, and create pathways towards STEM careers. The project will develop a series of project activities including bringing Science, Technology, Engineering, and Mathematics (STEM) learning experts to a women's minimum-security facility for lectures on research and a set of workshops exploring maker activities for the incarcerated women and their children. By researching trauma-informed maker practices for families with an incarcerated parent, the project will develop research findings related to and practical resources for supporting these practices in other informal STEM learning contexts.
While evidence shows that maker pedagogy can be effective in supporting STEM learning for diverse populations, little is known about how it might support STEM learning for incarcerated women and their children. The project will investigate: (1) the everyday STEM practices of incarcerated women and their children and how these practices can be supported and extended through maker activities; (2) how incarcerated women and their children are perceived with respect to STEM and the impact these perceptions have on developing STEM identities; and (3) what design principles for developing STEM learning emerge through the project research. Program activities and related research will be designed and researched through the collaboration of incarcerated women, university researchers from the project university partners, the Saint Louis University Prison Program, and the Federal Correctional Institution-Camp (Greenville Women's Minimum Security Facility). The project will use Social Design Experimentation (SDE) as the primary research method, which is used to design and study education interventions on site. SDE is unique in that participants, researchers and other stakeholders collaborate to meet the goals of the project and related research. Project deliverables, which will be widely disseminated to researchers and educators, will include articles in peer-reviewed and educator publications, strategies and design principles for developing maker education opportunities for hyper-vulnerable populations, and practical recommendations for a maker kit to facilitate STEM maker education activities and family interaction.
This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
We examined the conversational reflections of 248 families with 6–11‐year‐old children shortly after they visited a tinkering exhibit. Our aim was to understand the conditions of tinkering and conversational reflection that can enhance STEM learning opportunities for young children. We discuss implications for the design of tinkering and reflection activities that can both reveal and advance STEM learning.
The project will refine, research and disseminate making exhibits and events that the museum has developed and tested to support early engineering skill development. The project will use cardboard, a familiar and flexible material, to support the activities. The goal is to develop insights and resources for informal educators across the museum field and beyond into how to effectively structure and facilitate open-ended maker education experiences for visitors that expand the number and kinds of museums and families who can engage in these activities. Maker education is often linked to Science, Technology, Engineering and Mathematics (STEM) learning and uses hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. To address patterns of inequitable access to and participation in both formal and informal learning opportunities, the project will be designed to engage families from under-represented communities and research how they participate in informal engineering activities and environments. The project will make a suite of resources available for museums and other ISE practitioners that will be developed through iterative testing at all of the different settings. These resources will be made widely available via an open access online portal.
The project will research how effectively the use of cardboard making exhibits and events engage families, particularly families from underrepresented groups, in STEM and early engineering. The project's theoretical framework combines elements of: (1) learning sciences theories of family learning in museums; (2) making as a learning process; (3) early engineering practices and dispositions, and (4) equity in museums and the maker movement. The research will be conducted within two multi-month implementations of a large-scale Cardboard Engineering gallery at the Science Museum of Minnesota and two-week scaled implementations of the gallery at each of three recruited partner museum sites. The project design interweaves evaluation and research aims. Paired observations and surveys will be used to research how effectively the project is working in different venues. This integration of research and evaluation will generate a large data set from which to generalize about cardboard making across contexts. Case studies will be used to identify barriers to engagement that can be remedied, but they will provide a rich data set for understanding family learning and engineering in making. Research findings and products will be posted on the Center for Informal Science Education website and submitted for publication in peer-reviewed journals such as Visitor Studies, ASTC Dimensions, the Journal of Pre-College Engineering Education Research and others.
This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
Consideration of the needs of individuals with a wide range of disabilities is not always considered in the early design stages of an informal STEM learning (ISL) activity or program. The primary access approach for people with disabilities becomes the provision of accommodations once the ISL product or environment is created. In contrast, the Universal Design approach considers users with a wide range of characteristics throughout the design process and works to create products and environments that are accessible, usable, and inclusive. This project, called AccessISL, led by the University of Washington's DO-IT (Disabilities, Opportunities, Internetworking and Technology) Center and Museology Program, includes an academic museology program and local ISL sites, representing museums, zoos, aquariums, makerspaces, science centers, and other sites of informal STEM learning. Insights will be gained through the engagement of people with disabilities, museology graduate students and faculty, and ISL practitioners. The AccessISL project model, composed of a set of approaches and interventions, builds on existing research and theory in the fields of education science, change management, effective ISL practices, and inclusive design processes. The project will collect evidence of policies and practices (or lack thereof) that improve the inclusiveness of ISL with respect to a wide range of disabilities and considers approaches for the design and development of new strategies; explores what stakeholders need to make change happen; uncovers challenges to the adoption of inclusive practices in public ISL settings and explores ways to overcome them; and proposes relevant content that might be included in museology curriculum. 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 includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
This project addresses the following two objectives:
For ISL personnel and museology faculty: to increase knowledge, skills, and actions to make ISL programs, facilities, courses, and resources more welcoming and accessible to participants with disabilities and embed relevant practices within their work.
For postsecondary STEM students with disabilities and museology students: to increase knowledge and skills in advocating for ISL offerings that are welcoming and accessible to everyone, including those with a wide variety of disabilities, and to encourage individuals with disabilities to pursue careers in ISL.
The project employs a student-centered approach and a set of practices that embrace the social model of disability, social justice education, disability as a diversity issue, intersectionality, and Universal Design. A leadership team of interns--each member a STEM student with a disability or a museology graduate student--along with project staff will engage with the University of Washington's Museology Program to identify and implement strategies for making ISL activities and courses more welcoming and accessible to individuals with disabilities. An online community of practice will be developed from project partners and others nationwide. A one-day capacity building institute will be held to include presentations, student/personnel panels for sharing project and related experiences, and group discussions to explore issues and further identify systemic changes to make ISL programs more welcoming and accessible to individuals with disabilities. As prototypes of the AccessISL Model are developed, evaluation activities will primarily be formative (looking for strengths and weaknesses) and remedial (identifying/implementing changes that could be made to improve the model). The model will continue to be fine-tuned through formative evaluation. Evaluation of the model components will focus on the experience of a range of stakeholders in the project. Specifically, quantitative data collected will include levels and quality of engagement, accessibility recommendations and products developed, and delivery of ISL services. Qualitative data will be collected through observations, surveys, focus groups, interviews, and case studies.
AccessISL project products will include proceedings of an end-of-project capacity building institute, promising practices, case studies, a video, and other online resources to help ISL practitioners and museology faculty that will result in making future ISL opportunities more inclusive of people with disabilities. AccessISL will advance knowledge and ensure long-term impact using multiple strategies:
broadening the STEM participation of people with disabilities as well as women, racial/ethnic minorities, and other underrepresented groups through the application of universal design
strengthening associations and creating synergy and durable relationships among stakeholders,
encouraging teaching about disability, accessibility, and universal design in museology courses,
empowering students with disabilities and current and future ISL practitioners to advocate for accessible ISL and develops an infrastructure to promote accessible ISL programs nationwide, and
contributing to the body of promising practices with products that will (a) enhance understanding of issues related to the inclusion of people with disabilities in ISL programs and (b) promote inclusive practices.
Outcomes will benefit society by making STEM opportunities available to more people and enhancing STEM fields with the talents and perspectives of people with disabilities.
This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
This project responds to calls to increase children's exposure and engagement in STEM at an early age. With the rise of the maker-movement, the informal and formal education sectors have witnessed a dramatic expansion of maker and tinkering spaces, programs, and curricula. This has happened in part because of the potential benefits of tinkering experiences to promote access and equity in engineering education. To realize these benefits, it is necessary to continue to make and iterate design and facilitation approaches that can deepen early engagement in disciplinary practices of engineering and other STEM-relevant skills. This project will investigate how stories can be integrated into informal STEM learning experiences for young children and their families. Stories can be especially effective because they bridge the knowledge and experiences young children and their caregivers bring to tinkering as well as the conversations and hands-on activities that can extend that knowledge. In addition, a unique contribution of the project is to test the hypothesis that stories can also facilitate spatial reasoning, by encouraging children to think about the spatial properties of their emerging structures.
This project uses design-based research methods to advance knowledge and the evidence base for practices that engender story-based tinkering. Using conjecture mapping, the team will specify their initial ideas and how it will be evident that design/practices impact caregivers-child behaviors and learning outcomes. The team will consider the demographic characteristics, linguistic practices, and funds of knowledge of the participants to understand the design practices (resources, activities) being implemented and how they potentially facilitate learning. The outcome of each study/DBR cycle serves as inputs for questions and hypotheses in the next. A culturally diverse group of 300+ children ages 5 to 8 years old and their parents at Chicago Children's Museum's Tinkering Lab will participate in the study to examine the following key questions: (1) What design and facilitation approaches engage young children and their caregivers in creating their own engineering-rich tinkering stories? (2) How can museum exhibit design (e.g., models, interactive displays) and tinkering stories together engender spatial thinking, to further enrich early STEM learning opportunities? and (3) Do the tinkering stories children and their families tell support lasting STEM learning? As part of the overall iterative, design-based approach, the team will also field test the story-based tinkering approaches identified in the first cycles of DBR to be most promising.
This project will result in activities, exhibit components, and training resources that invite visitors' stories into open-ended problem-solving activities. It will advance understanding of mechanisms for encouraging engineering learning and spatial thinking through direct experience interacting with objects, and playful, scaffolded (guided) problem-solving activities.
This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
The Year in ISE is a slidedoc designed to track and characterize field growth, change and impact, important publications, and current topics in ISE in 2018. Use it to inform new strategies, find potential collaborators for your projects, and support proposal development. Scope This slidedoc highlights a selection of developments and resources in 2018 that were notable and potentially useful for the informal STEM education field. It is not intended to be comprehensive or exhaustive, nor to provide endorsement. To manage the scope and length, we have focused on meta analyses, consensus reports
This annual report presents an overview of Saint Louis Science Center audience data gathered through a variety of evaluation studies conducted during 2016. This report includes information on the Science Center's general public audience demographics and visitation patterns, gives an overview of visitors' comments about their Science Center experience, summarizes major trends observed in the Science Center's tool for tracking educational programs, and presents highlights from evaluations of the new GROW exhibition and First Friday program.
This annual report presents an overview of Saint Louis Science Center audience data gathered through a variety of evaluation studies conducted during 2015. This report includes information on the Science Center's general public audience demographics and visitation patterns, gives an overview of visitors' comments about their Science Center experience, summarizes major trends observed in the Science Center's tool for tracking educational programs, and presents highlights from a Membership study, a formative evaluation of a new Makerspace exhibition, and program evaluation of a workshop for the
How do we support continued engagement in creative production, even after youth leave our events and programs? As youth development educators and learning scientists interested in supporting long-term, interest driven learning around digital media, we took a crack at this problem, and we hope the lessons we share in this design case study might advance the ways that informal education organizations could think about promoting learning pathways that span contexts. The report we share here documents a series of design experiments that Mouse and Hive Research Lab collaborated on within the
In this research study, we explore the ways that youth engage in “interest signaling”, actions youth undertake that communicate their needs in ways that motivate adults and peers to mobilize resources to support them. We highlight how interest signaling is a key factor driving the process of brokering – signals are critical mechanisms for adults to understand what youth interests and expertise are, and, thus, be able to act as effective learning brokers. Through observing after-school digital media-making programs, and interviews we conducted with focal youth, program staff, and other support