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resource research Public Programs
This poster was presented at the 2021 NSF AISL Awardee Meeting. Many informal learning institutions use STEAM approaches to engage diverse learners. Our project aims to support educators in libraries, museums, and after school programs through a STEAM professional development (PD) series. Our PD approach is centered around a set of core STEAM practices that prioritize STEAM mindset and identity work. Participants engage in exemplar activities and design new experiences for their specific teaching and learning contexts. The series involves in- person sessions, online training, and team
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TEAM MEMBERS: Laura Conner Blakely Tsurusaki Carrie Tzou Mareca Guthrie Stephen Pompea Perrin Teal-Sullivan
resource research Public Programs
This poster was presented at the 2021 NSF AISL Awardee Meeting. This project presents a framework of outcome progressions developed through a virtual convening.
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TEAM MEMBERS: Deborah Wasserman
resource research Public Programs
This poster was presented at the 2021 NSF AISL Awardee Meeting. This project is a retrospective study to explore the long-term impact of STEM programming. The study follows up with participants to ask questions like "Where are they now? What mattered? What difference did it make? and What’s next?"
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resource research Exhibitions
This poster was presented at the 2021 NSF AISL Awardee Meeting. Very little is known about the experiences of people with learning disabilities in informal learning environments. The Intrinsic Motivation in Science Museums: Learning from and Broadening Participation of Visitors with Learning Disabilities project will describe ways engagement and intrinsic motivation for learning are and are not supported for science museum visitors with learning disabilities. This work will produce guidelines and resources to support inclusive exhibit design.
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TEAM MEMBERS: Samantha Daley Gabrielle Schlichtmann Becki Kipling Adam Hickey
resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. Collaborative robots – cobots – are designed to work with humans, not replace them. What learning affordances are created in educational games when learners program robots to assist them in a game instead of being the game? What game designs work best?
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TEAM MEMBERS: Ross Higashi
resource research Public Programs
This practitioner guide summarizes lessons learned from a three-year design-based research project focused on using elements of narrative (such as characters, settings, and problem frames) to evoke empathy and support girls' engagement in engineering design practices. The guide includes a summary of the driving concepts and key research findings from this work, as well as design principles for creating narrative-based engineering activities. Six activity case studies illustrate the design principles in action, and facilitation tips and observation tools offer practical guidance in developing
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TEAM MEMBERS: Dorothy Bennett Susan Letourneau Katherine McMillan Culp
resource research Public Programs
This is a poster summarizing our AISL project: PES@LTERs.
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TEAM MEMBERS: Sarah Garlick John Besley Kathy Fallon Lambert Marissa Weiss Peter Groffman Pamela Templer
resource research Public Programs
This is a poster presentation of the ECO Framework shared during the 2021 SciPEP conference.
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TEAM MEMBERS: Sarah Garlick Kathy Fallon Lambert
resource research Media and Technology
The Brains On! exploratory research study was guided by three overarching research questions: Who is the audience for Brains On! and what are their motivations for listening to children’s science podcasts? How are Brains On! listeners using the podcast and engaging with its content? What kinds of impacts does Brains On! have on its audiences? These questions were answered through a three-phase mixed-methods research design. Each phase informed the next, providing additional insights into answering the research questions. Phase 1 was a review of a sample of secondary data in the
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resource research Exhibitions
Awareness of a STEM discipline is a complex construct to operationalize; a learner’s awareness of a discipline is sometimes viewed through the lens of personal identity, use of relevant discourse, or knowledge of career pathways. This research proposes defining engineering awareness through a learner’s associations with engineering practices - fundamental processes involved in engineering such as identifying criteria and constraints, testing designs, diagnosing issues and assessing goal completion. In this study, a learner’s engineering awareness was determined by examining 1) their ability to
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resource research Exhibitions
The purpose of this research was to explore associations between engineering practices included in the C-PIECE framework. In this work, we took particular interest in practices under the Defining a Problem proficiency. Practices under Defining a Problem have great potential to influence the entire exhibit interaction and early observations indicated that visitor groups did not engage frequently in these practices at the informed level, therefore they were seen as an opportunity ripe for study. Through observations, interviews, and video analysis, the DOT research team investigated the
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resource research Media and Technology
In this paper, our collaborative project team shares design principles and lessons learned from research for designing an app to support families’ joint engagement with media and promote powerful shared learning experiences. We provide a rationale, based on research literature, for why a second-screen app in particular addresses our project goals. In addition, we describe the Splash and Bubbles for Parents app components as well as the co-design process and design-based research studies conducted to inform its design and development. Finally, our team offers design principles grounded in
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TEAM MEMBERS: Stephanie Wise Ximena Dominguez Phil Balisciano Christine Paulsen Tiffany Leones Danae Kamdar Kayla Huynh Holly Funk