We used a youth focused wild berry monitoring program that spanned urban and rural Alaska to test this method across diverse age levels and learning settings.
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TEAM MEMBERS:
Katie SpellmanDouglas CostChristine Villano
This review examines how natural history museums (NHMs) can enhance learning and engagement in science, particularly for school-age students. First, we describe the learning potential of informal science learning institutions in general, then we focus on NHMs. We review the possible benefits of interactions between schools and NHMs, and the potential for NHMs to teach about challenging issues such as evolution and climate change and to use digital technologies to augment more traditional artefacts. We conclude that NHMs can provide students with new knowledge and perspectives, with impacts
Advances in technology, science, and learning sciences research over the past 100 years have reshaped science education. This chapter focuses on how investigators from varied fields of inquiry who initially worked separately began to interact, eventually formed partnerships, and recently integrated their perspectives to strengthen science education. Advances depended on the broadening of the participants in science education research, starting with psychologists, science discipline experts, and science educators; adding science teachers, psychometricians, computer scientists, and sociologists
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TEAM MEMBERS:
Marcia LinnLibby GerardCamillia MatukKevin Mcelhaney
Reframing engineering activities to emphasize the needs of others has the potential to strengthen engineering practices like problem scoping, while also providing more inclusive and socially relevant entry points into engineering problems. In a three-year design-based research project, we developed novel strategies for adding narratives to engineering activities to deepen girls’ engagement in engineering practices by evoking empathy for the users of their designs. In this article, we describe a set of hands-on engineering activities developed through iterative development and testing with 190
This document provides a brief story about how the Designing our Tomorrow team explored some of their questions about exhibit features by using the C-PIECE Framework: Framework of Collaborative Practices at Interactive Engineering Challenge Exhibits.
This exploratory line of inquiry looked at relationships between exhibit features and visitor groups’ Informed engineering design practices. This brief includes an Introduction, Methods and Findings, Summary, and Implications.
This exploratory line of inquiry was conducted to inform the development of the Designing our Tomorrow exhibit and
Are you interested in co-creating fun activities that exercise groups’ engineering practices? Are you curious about the types of practices that groups can exercise through exhibits?
The Framework of Collaborative Practices at Interactive Engineering Challenge Exhibits (C-PIECE Framework) provides informal education professionals with a guide when co-developing, designing, facilitating, evaluating and researching engineering design challenge experiences.
This framework was developed with input from inter-generational families, including girls 9 to 14 years old. It was adapted from theory
Drawing on results from a recent national study, we draw attention to the importance of the experiential learning cycle for enhancing meaningful outcomes of interpretive and educational experiences. The experiential learning cycle involves participating in a concrete experience, reflecting on that experience, drawing out lessons learned and principles from that reflection, and putting that knowledge to work in a new situation. Recent studies reveal that attention to completing all four stages of the experiential learning cycle can enhance positive outcomes for participants in educational and
With support from the National Science Foundation, the STEM Effect project was undertaken in partnership by staff from the Education Development Center, the National Girls Collaborative Project (NGCP) and the Intrepid Sea, Air & Space Museum. Through a variety of methods, the project convened representatives from cultural institutions (museums, science centers, zoos, botanical gardens and aquaria) from across the country which provide STEM programming aimed at increasing the participation of girls and women in science, technology, engineering and mathematics (STEM), along with researchers, and
As an emerging field of theory, research, and practice, STEAM (Science, Technology, Engineering, Arts and Mathematics) has received attention for its efforts to incorporate the arts into the rubric of STEM learning. In particular, many informal educators have embraced it as an inclusive and authentic approach to engaging young people with STEM. Yet, as with many nascent fields, the conceptualization and usage of STEAM is somewhat ambivalent and weakly theorized. On the one hand, STEAM offers significant promise through its focus on multiple ways of knowing and new pathways to equitable
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach
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TEAM MEMBERS:
Laura HobbsCarly StevensJackie HartleyCalum Hartley
This paper describes innovative ways of bringing mathematical learning into community venues in rural settings. We selected highly engaging mathematical activities, adapted them for middle school youth and their families, and brought them to the “locavore” contexts of Farmers Markets and community agricultural fairs. “STEM Guides”—community people hired to connect youth with local STEM resources—set up math-oriented booths at local Farmers Markets and fairs. They enlisted visitors in weighing produce, comparing weights of typical fruits/vegetables to record-weighing produce, and composing
In this article we describe a model designed for rural settings that uses community-based “STEM Guides” as human brokers to engage isolated 10- to 18-year-old youth in STEM. The STEM Guides connect youth with opportunities that already exist in their communities, including after-school programs, clubs, camps, library activities, special events, contests, and competitions. STEM Guides also introduce youth and their families to virtual opportunities, such as citizen science monitoring, and statewide experiences, such as the Maine State Science Fair.
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TEAM MEMBERS:
Jan MokrosJennifer AtkinsonSue AllenAlyson SaundersKate Kastelein