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resource research Public Programs
Engaging with Tinkering is a highly stimulating and complex experience and invites rich reflections from museum practitioners and teachers. "Tinkering as an inclusive approach for building STEM identity and supporting students facing disadvantage or with low science capital” presents the reflective practice process and tools designed by the "Tinkering EU: Building Science Capital for All" project aiming to understand in more depth the potential impact of using a Tinkering approach with students facing disadvantage. Using tools specifically designed to help teachers observe their students
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TEAM MEMBERS: Emily Harris Mark Winterbottom MARIA XANTHOUDAKI
resource evaluation Public Programs
Our goal in creating this guide is to provide practitioners, organizations, researchers, and others with a “one-stop shop” for measuring nature connections. The guide is for those interested in assessing and enhancing the connections their audiences have to nature; we use the term “audience” to refer broadly to your participants or to any group you are trying to assess. The guide can help you choose an appropriate tool (for example, a survey or activity) for your needs, whether you work with young children, teenagers, or adults (see the Decision Tree on p. 14). The guide also includes 11 tools
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TEAM MEMBERS: Gabby Salazar Kristen Kunkle Martha Monroe
resource research Exhibitions
Science centres have been identified as an important resource in encouraging teenagers to choose higher education in science and technology. This is of interest to society, since there seems to be a problem in getting sufficient numbers to do so. And accomplishing this is sometimes described as a fatal question for a nation’s future prosperity and development. Still, there is an international trend where teenagers fail to visit science centres. Through research, little is known about what is interesting or useful to the public, as well as how to reach those who are ‘unengaged’. Considering
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TEAM MEMBERS: Vaike Fors
resource evaluation Public Programs
The Brooklyn Botanic Garden (BBG) and Brooklyn Academy of Science and the Environment (BASE) contracted RK&A to conduct an evaluation of their partnership’s progress and outcomes over three years. The goal of the summative evaluation is to explore students, families, and teachers’ perceptions of and relationship to BBG and the BBG-BASE partnership. The evaluation also explored attitudes and understandings of how to engage in nature exploration, scientific inquiry, and environmental stewardship in a meaningful way. How did we approach this study? RK&A developed questionnaires to be
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resource research Media and Technology
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 Hobbs Carly Stevens Jackie Hartley Calum Hartley
resource evaluation Public Programs
The Farrell Fellows Summer Internship program consists of teen educators leading science, technology, engineering and math (STEM) activities for children at libraries and park locations across Chicago. The goal of this study was to learn more about the families who attend the sessions and to also look for evidence of learning and how that may be related to the moods and attitudes of the teen educators. Data was collected through observations of the sessions, pre- and post-session surveys of 26 teen educators, and 90 surveys of the parents of participating children. Field notes were coded using
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TEAM MEMBERS: Gloria Segovia Brett Nicholas Christine Nguyen Aaron Price
resource research Public Programs
The purpose of this paper is to provide a better understanding of Maine’s capability to promote 5th-12th graders’ engagement and achievement in STEM during out-of-school hours. The paper will provide a background for the design conference task of constructing “STEM intensives” that make optimal use of Maine’s resources and connect these resources with students in ways that make sense.
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TEAM MEMBERS: Jan Mokros
resource research Public Programs
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 Mokros Jennifer Atkinson Sue Allen Alyson Saunders Kate Kastelein
resource research Public Programs
This article describes the research and development of an NSF-funded, five-year experimental program to strengthen informal (out-of-school) STEM learning by youth in five rural communities. The central component of the model was a cadre of community members known as ‘STEM Guides’ who were hired to work as brokers between youth and the STEM learning resources potentially available to them. These STEM Guides were respected adults with credible connections to youth, flexible schedules, the ability to travel within the community, and enthusiasm for identifying local STEM resources. The Guides were
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TEAM MEMBERS: Sue Allen Kate Kastelein Jan Mokros Jennifer Atkinson Scott Byrd
resource evaluation Public Programs
This document is the final summative evaluation report written by EDC, the external evaluator of the STEM Guides project. The report concludes that the project was highly ambitious, with many dynamic and evolving pieces. It was deemed successful as a model of brokering connections between students aged 10-18 and STEM resources and opportunities in rural Maine communities. The STEM Guides program contributed to the increase in STEM awareness within each community, as well as connecting youth with interesting and relevant STEM experiences.
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TEAM MEMBERS: EDC
resource research Media and Technology
The purpose of this study is to develop an instrument to assess civic scientific literacy measurement (SLiM), based on media coverage. A total of 50 multiple-choice items were developed based on the most common scientific terms appearing in media within Taiwan. These questions covered the subjects of biology (45.26%, 22 items), earth science (37.90%, 19 items), physics (11.58%, 6 items) and chemistry (5.26%, 3 items). A total of 1034 students from three distinct groups (7th graders, 10th graders, and undergraduates) were invited to participate in this study. The reliability of this instrument
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TEAM MEMBERS: Carl-Johan Rundgren Shu-Nu Chang Rundgren Yuen-Hsien Tseng Pei-Ling Lin Chun-Yen Chang
resource research Media and Technology
The videogames industry has been flourishing. In 2010 in America alone, total consumer spending on the games industry totaled $25.1 billion (Siwek, 2010), surpassing both the music industry ($15.0 billion) and box office movies ($10.5 billion). It is also one of the fastest growing industries in the U.S. economy. From 2005 to 2010, for example, the videogames industry more than doubled while the entire U.S. GDP grew by about 16 percent. The amount of time young people spend with entertainment media in general is staggering. Youth aged 8 to 18 years old consume about 10.45 hours per day of
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TEAM MEMBERS: Constance Steinkuehler Kurt Squire