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resource research Public Programs
Field stations across the United States provide learning opportunities to the general public through their outreach programming. With approximately 78% and 98% of the US population living within 60 and 120 miles of a field station, respectively, stations have the potential to be key providers of informal STEM education. We surveyed a sample of US biological field stations and asked them to describe their outreach programming and goals. Our findings indicate that field stations prioritize outreach by dedicating personnel and fiscal resources, but such initiatives are highly variable in
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TEAM MEMBERS: Rhonda Struminger Jill Zarestky Rachel Short A Michelle Lawing
resource research Exhibitions
This poster, which was presented in Alexandria, VA at the CAISE AISL PI meeting in February 2019, summarizes the LabVenture informal learning experience and the research challenge of leveraging a learning ecosystem frame to understand effects this statewide program may have had over its 14+ years at the student, teacher, school, and community levels.
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resource research Media and Technology
Conducting qualitative research in any discipline warrants two actions: accessing participants and eliciting their ideas. In chemistry education research, survey techniques have been used to increase access to participants and diversify samples. Interview tasks (such as card sorting, using demonstrations, and using simulations) have been used to elicit participant ideas. While surveys can increase participation and remove geographic barriers from studies, they typically lack the ability to obtain detailed, thick description of participant ideas, which are possible from in-person interviews
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TEAM MEMBERS: Justin Pratt Ellen Yezierski
resource research Public Programs
This article shares the results and reflections on the research process conducted by the Maloka Interactive Museum (https://www.maloka.org/) regarding the implementation of the policy that extends the school day in public schools in Bogotá. Based on ethnographic observations, focus groups and interviews with the participants, the text concludes that the communication and education process about science and technology can be understood as a social practice of knowledge exchange among heterogeneous participants whose intention is to promote transformations within their specific settings. This
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TEAM MEMBERS: Gonzalo Peñaloza Lina Quijano Sigrid Falla Sara Marquez
resource research Public Programs
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
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resource research Public Programs
This article makes a case for the importance of brokering future learning opportunities to youth as a programmatic goal for informal learning organizations. Such brokering entails engaging in practices that connect youth to events, programs, internships, individuals and institutions related to their interests to support them beyond the window of a specific program or event. Brokering is especially critical for youth who are new to an area of interest: it helps them develop both a baseline understanding of the information landscape and a social network that will respond to their needs as they
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resource project Public Programs
This exploratory learning research and design project will study how to use emerging technologies to help document practices in maker-based learning experiences. Despite its established potential for consolidating learning and sense-making, project documentation is often overlooked, not prioritized or seen as burdensome and therefore not integrated into the learning experiences. The project team seeks to understand and address with practice partners the barriers to documentation by systematically exploring how to physically embed and incorporate smart tools and documentation practices into learning environments, specifically creative hands-on learning spaces, like makerspaces. The goal is to understand how to scaffold learners to become more aware, reflective and attentive to their progress towards learning outcomes by embedding supportive tools physically in space as the actions unfold. Making and maker-based learning experiences offer tremendous opportunities to more fully engage diverse learners in STEM education and build a workforce prepared for innovation. Documentation of these learning experiences, both as an authentic practice that professionals engage in as well as an assessment practice for instruction, is often not supported. The project will create open source documentation for solutions and develop supporting case studies, web resources and guides to facilitate easy uptake and adoption of promising approaches.

This proposal will make significant research contributions in three ways: (1) develop and iteratively test a suite of embedded "smart" tools designed to scaffold, manage and trace process documentation practices; (2) study the integration of these tools in formal and informal activities and programs settings and characterize their influence on instruction and the assessment of learning outcomes; (3) establish a set of rubrics based on learner data streams to aid instruction and mark learner progress. Improving documentation practices and the assessment of learning outcomes will advance making as a core STEM educational activity. Through a better understanding of why and how to place networked documentation tools sensitive to space, time and context cues, the threshold for enactment and scaffolded usage can be lowered in a broader range of settings. Ultimately, this exploratory project will not only develop an integrated set of situated documentation tools, but also help us develop hypotheses for how documentation as a mediating process productively supports learning.

The Discovery Research K-12 program (DRK-12) seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools (RMTs). Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects. The Multimedia Immersion (MI) project is will develop, pilot, and evaluate a nine-week STEM-rich multimedia production course for high school students. MI will make important contributions to the field through its efforts to design and evaluate the promises and challenges of a nine-week multimedia curriculum in multiple urban high schools. The MI course will engage teams of students to develop a personally and socially relevant storyline that guides their use of accessible audio and video technologies to create a five-minute animated video. To develop student STEM experience and provide technical support, the project will provide guidance and learning experiences in engineering (e.g., criteria, constraints, optimization, tradeoffs), science (e.g. sound, light, energy, mechanics) and multimedia technologies (e.g., computer based audio production, video editing and visualizations through animatics (i.e., shooting a succession of storyboards with a soundtrack). animatics).

Because the curriculum situates engineering and science learning in the context of multimedia production, there are natural synergies with several existing high school courses including engineering design, audio/video media production, and multimedia technology. Although these courses are typically electives in high school, developing a 5-minute animated short on a topic of interest may encourage girls and students from underrepresented groups to select this course over other electives. MI will impact 10 teachers and approximately 250 high school students per year. The project will result in the following resources: nine-week curricular unit (multimedia, science, engineering); assessments to monitor student learning of science, engineering and technology (design logs); and research on changes in student knowledge, interest, and a nine-week curricular unit (multimedia, science, engineering). Project resources will be disseminated to teachers, researchers, and curriculum and professional development providers via conference presentations, publications, and online webinars.

The MI project builds on student familiarity and interest in music, video and technology to promote an: (1) understanding of engineering design and physics and an (2) an appreciation of the fundamental role of STEM in popular culture. Project evaluation will be conducted using student surveys and an examination of work products in conjunction with implementation challenges and successes to generate evidence for the feasibility and utility of a high school multimedia course that explicitly addresses science and engineering learning. Project evaluation will use student design logs as a window into student design processes and conceptual understanding. Student design logs are an essential feature of MI curriculum design. With an appropriate structure, these design logs can inform teaching, afford an opportunity for students to reflect on their own work, and provide evidence of student thinking and learning for assessment purposes. Using student design logs as a window into students? design process and conceptual understanding is an important contribution to the engineering education community which has few options for measuring student knowledge in ways that are consistent with the hands-on, iterative nature of the design process.
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TEAM MEMBERS: Marti Louw Daragh Byrne Kevin Crowley
resource project Media and Technology
Reconceptualizing STEM + Computing Literacy is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance multidisciplinary integration of computing and computational thinking in K-12 science, technology, engineering, and mathematics (STEM) teaching and learning through applied research and development across one or more domains, and broadening participation in computing and computing-related fields. The project will study the integration of computational thinking as part of a new and more contemporary perspective of STEM literacy, and will design, develop, and beta-test a prototype literacy assessment tool that will measure computational thinking literacy along with measures of literacy in other STEM content areas. The tool will be available to the general public as a self-measurement application (App) that can be used by individuals to test their own literacy, and by teachers, schools, and informal educators and organizations to assess literacy development in their students and in their STEM education programs. This transdisciplinary research project will begin the process of creating an innovative approach and tool for measuring literacy that will expand the definition of literacy to include computational skills along with science reasoning. Literacy is an important concept and measurement that has traditionally been used to assess an individual's knowledge of science. This project will explore a broader literacy perspective that incorporates learning derived from out of school and one that incorporates computational skills and thinking as part of a more contemporary perspective of STEM literacy. A prototype web-based App allowing individuals and education organizations to assess literacy levels, and ways to enhance literacy, will be developed and studied. The methodology will be developed using discussions and knowledge from over 60 experts across computing, education, science, social science, and other STEM fields using a Delphi method to engage in reconceptualization of literacy. The hypothesis is that this new STEM+C literacy framework should be structured along four interacting but semi-independent domains: 1) general STEM+C knowledge; 2) self-defined areas of STEM+C knowledge and expertise; 3) attitudes and beliefs related to STEM+C; and 4) the skills and competencies necessary to participate in STEM+C related pursuits and discussions, including measures of modes of STEM+C thinking. Each of these four domains is likely to include numerous sub-domains and associated descriptors, which collectively describe the different aspects of being a STEM+C literate citizen. The application will be designed to provide feedback to individuals on their knowledge, attitudes and skills compared with those of others and suggest ways to enhance and improve their skills and understanding through an embedded feedback mechanism. This project creates public benefit by providing individuals and organizations with a responsive real-time understanding measuring STEM+C literacy, deepening the dialogue about the value of public engagement in science, engineering, technology, math and computing and revealing the dynamic factors that inform STEM+C literacy.
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resource project Public Programs
Brokering Youth Pathways was created to share tools and techniques around the youth development practice of “brokering” or connecting youth to future learning opportunities and resources.

This toolkit shares ways in which various out-of-school educators and professionals have approached the challenge of brokering. It provides a framework, practice briefs and reports that focus on a particular issue or challenge and provide concrete examples, as well as illustrate how project partners partners worked through designing new brokering routines in partnership with a research team.
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resource research Media and Technology
With stories of struggle and dramatic breakthroughs, science has incredible potential to interest the public. However, as the rhetoric of outrage surrounds controversies over science policy there is an urgent need for credible, trusted voices that frame science issues in a way that resonates with a diverse public. A network of informal educators, park rangers, museum docents and designers, and zoo and aquarium interpreters are prepared to do so during millions of visits a year; just where science stories are most meaningfully told—in the places where members of the public are open to learning
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TEAM MEMBERS: Martha Merson
resource research Media and Technology
We cannot take access to equitable out‐of‐school science learning for granted. Data compiled in 2012 show that between a fifth (22% in Brazil) and half (52% in China and the United States) of people in China, Japan, South Korea, India, Malaysia, the United States, the European Union, and Brazil visited zoos, aquaria, and science museums (National Science Foundation, 2012). But research suggests participation in out‐of‐school science learning is far from equitable and is marked by advantage, not least the social axes of age, social class, and ethnicity (Dawson, 2014, 2014; National Science
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TEAM MEMBERS: emily dawson
resource research Professional Development, Conferences, and Networks
In May, 2017, the University of Michigan School of Information hosted an NSF-funded workshop on the promise and pitfalls of using digital micro-credentials, also known as digital badges, in the college admission process. Micro-credentials are digital artifacts that can be used to recognize, display, and transmit information about an individual student’s skills, abilities, and knowledge. Modeled on the physical badges used by organizations such as the Boy/Girl Scouts of America, and websites such as Stack Overflow, micro-credentials offer learners a mechanism for displaying and sharing a wider
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TEAM MEMBERS: Barry Fishman Stephanie Teasley Steven Cederquist