This is a Science Learning+ planning project that will develop a plan for how to conduct a longitudinal study using existing data sources that can link participation in science-focused programming in out-of-school settings with long-range outcomes. The data for this project will ultimately come from "mining" existing data sets routinely collected by out-of-school programs in both the US and UK. 4H is the initial out-of-school provider that will participate in the project, but the project will ideally expand to include other youth-based programs, such as Girls Inc. and YMCA. During the planning grant period, the project will develop a plan for a longitudinal research study by examining informal science-related factors and outcomes including: (a) range of educational outcomes, (b) diversity and structure of learning activities, (c) links to formal education experiences and achievement measures, and (d) structure of existing informal science program data collection infrastructure. The planning period will not involve actual mining of existing data sets, but will explore the logistics regarding data collection across different informal science program, including potential metadata sets and instruments that will: (a) identify and examine data collection challenges, (b) explore the implementation of a common data management system, (c) identify informal science programs that are potential candidates for this study, (d) compare and contrast data available from the different programs and groups, and (e) optimize database management.
The "Mentored Youth Building Employable Skills in Technology (MyBEST)" project, a collaboration of the Youth Science Center (YSC) and Learning Technology Center (LTC) at the Science Museum of Minnesota, is a three-year, youth-based proposal that seeks to engage 200 inner-city youngsters in learning experiences involving information and design technologies. The goal of the project is to develop participants' IT fluency coupled with work- and academic-related skills. The program will serve students in grades 7 through 12 with special emphasis on three underrepresented groups: girls, youngsters of color, and the economically disadvantaged. Project participants will receive 130 contact hours and 70% will receive at least 160 hours. Each project year, including summers, students participate in three seasons consisting of five two-week cycles. Project activities will center on an annual technology theme: design, engineering and invention; social and environmental systems; and networks and communication. The activities that constitute project seasons include guest presenter workshops; open labs facilitated by guest presenters, mentors and adult staff; presentations of student projects; career workshops and field trips. The project cycles feature programming (e.g., Logo computer language; Cricketalk), engineering and multi-media production (e.g., digital video; non-linear editing software). Each cycle will interface with an existing museum-related program (e.g., the NSF-funded traveling Cyborg exhibit). Mentors will work alongside participants in all technology-based activities. These mentors will be recruited from university, business, community partners and participant families. Leadership development is addressed through teamwork and in the form of internships and externships. Participants obtain work experience related to technology in the internship and externship component. The "MyBEST" project will serve as a prototype for the Museum to test the introduction of technology as central to the design and learning outcomes of its youth-based programs. An advisory board reflecting expertise in youth development, technology and informal science education will guide the program's development and plans for sustainability. Core elements of the "MyBEST" program will be integrated into the Museum's youth-based projects sponsored by the YSC and LTC departments. The Museum has a strong record of integrating prototype initiatives into long-standing programs.
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.
For the purpose of clarity and consistency, the term e-learning is used throughout the paper to refer to technology-enhanced learning and information technology (IT) in teaching and learning. IT depicts computing and other IT resources. Research into e-learning has changed in focus and breadth over the last four decades as a consequence of changing technologies, and changes in educational policies and practices. Although increasing numbers of young people have access to a wide range of IT technologies during their leisure activities, little is known about this impact on their learning. Much of
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
The Cyberlearning Resource Center (CRC) has responsibility for promoting integrative collaboration among cyberlearning grantees (across NSF programs); synthesis and national dissemination of cyberlearning findings, technologies, models, materials, and best practices; creating a national presence for Cyberlearning; helping the disparate Cyberlearning research and development communities coordinate efforts to build capacity; and providing infrastructure (technological and social) for supporting these efforts. Monitored through the Cyberlearning: Transforming Education program, the CRC serves as a resource for all NSF grantees and programs with cyberlearning components, helping to promote synergy and integrate projects across NSF's cyberlearning investments. Among society's central challenges are amplifying, expanding, and transforming opportunities people have for learning and more effectively drawing in, motivating, and engaging young learners. Engaging actively as a citizen and productively in the workforce requires understanding a broad variety of concepts and possessing the ability to collaborate, learn, solve problems, and make decisions. Whether learning is facilitated in school or out of school, and whether learners are youngsters or adults, to develop such knowledge and capabilities, learners must be motivated to learn, actively engage over the long term in learning activities, and put forth sustained cognitive and social effort. Consistent with NSF's mission and strategic plan, a variety of programs at NSF invest in research aimed towards achieving these goals. In support of this important thematic thrust, the Cyberlearning Resource Center works with researchers and NSF program officers to identify and disseminate findings from across programs and projects; develop ways to broker productive partnerships and collaborations; convene meetings for purposes of envisioning the future, integrating findings, and building capacity,; and monitor the cyberlearning portfolio and its influences and impacts.
EvalFest (Evaluation Use, Value, and Learning through Festivals of Science and Technology) will test innovative evaluation methods in science festivals that are being held across the country and assess in what ways and how effectively they are used. Morehead Planetarium and Science Center (at the University of North Carolina-Chapel Hill) and the University of California, San Francisco, in collaboration with over twenty science festivals, will (1) investigate whether a multisite evaluation approach is an effective model for creating common metrics for informal STEM education, (2) develop common methods to measure the effects of Festivals, (3) create a query-able database of 50,000 Festival attendees to share with the informal STEM learning field, and (4) document whether these efforts also result in new knowledge related to informal STEM education. The project will develop the Enterprise Feedback Management (EFM) system and query-able database for the festival community. EFMs are systems, including processes and software, that enable groups (such as the festival network) to collect, organize, analyze and share data. The EFM system will be designed to integrate data across sites and to allow users to extract data of interest. The project will refine evaluation tools currently used within the Science Festival Alliance that assess self-reported festival learning, and the effects of festival attendance, motivation, and future science participation. It will collect economic impact data and longitudinal festival attendee data. The project will also develop some new evaluation tools such as secret shopper observational protocols. Data from festival attendees will be collected onsite at participating festivals.
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. Nationally, the US has a shortage of computer scientists; a big part of this problem is that girls are discouraged from learning computer science at a very young age. This project tries to address this problem by creating a videogame specifically oriented towards getting middle school girls interested in learning computer science concepts outside traditional programming classes. Based on evidence that stories provide a compelling way to present complicated technical subjects and that girls in particular respond to technology careers as a way to help others, the project is building a videogame called "Gram's House" in which social workers intend to move a fictional grandmother to a retirement home unless the player can outfit her home with sufficient technology for her to remain independent. Solving puzzles in the game requires learning core computer science concepts. Research studies will be conducted to determine whether the videogame is effective at getting girls interested in computer science, at teaching computer science concepts, and whether using stories makes videogames more effective for learning. This project based on an earlier successful prototype uses an iterative research-based design process including paper prototyping, playtesting, and focus groups (N=20) to create age appropriate activities, based on the CS Unplugged series, that support learning concepts from the Data, Internet, Algorithms, and Abstraction sections of the high-school level CS Principles curriculum. A quantitative, quasi-experimental design will be used to determine the overall effectiveness of teaching CS concepts under three types of game conditions: (a) games alone, (b) games with fictional settings, and (c) games with stories. A novel assessment instrument will be developed to assess content learning and qualitative observation using a standard observation protocol will be used to gauge interest and engagement. 70-80 middle school girls will be recruited for afterschool participation in the study in two states. As part of the dissemination efforts, a facilitator's guide, rule book, and materials such as maps and storyboards will be created and shared with the game. In addition, a workshop for computer science and other teachers who are interested in using games to teach CS concepts will be conducted.
Fields and Enyedy studied how two students who learned computer programming in an OST program leveraged their skills in the classroom to broker positions as experts in the classroom community. Expert identity is reinforced by the interactions among what students do, how they see themselves, and how others see them.
NOVA Labs (pbs.org/nova/labs) is a free digital platform that engages teens and lifelong learners in activities and games that foster authentic scientific exploration. From building RNA molecules and designing renewable energy systems to tracking cloud movements and learning cybersecurity strategies, NOVA Labs participants can take part in real-world investigations by visualizing, analyzing, and playing with the same data that scientists use. Each Lab focuses on a different area of active research. But all of them illustrate key concepts with engaging and informative videos, and guide participants as they answer scientific questions or design solutions to current problems. Supporting pages on each Lab site explain the purpose and functions of the Lab, help teachers incorporate it into their classrooms, foster collaboration between users, and help users make connections to the broader world of STEM. Users are encouraged to explore potential career paths through “Meet the Scientists” profiles, and to obtain information about local and national STEM resources.
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project that will expand the functions and applications of FieldScope, a web-based science information portal currently supported by the National Geographic Society (NGS). The goal is to create a single, powerful infrastructure for Public Participation in Science Research (PPSR) projects that any organization can use to create their own project and support their own community of participants.
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National Geographic SocietyMary Ford
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a media project that created a documentary film about the Pulsar Search Collaboratory, as well as developing programming to be used both in the classroom and in diverse settings throughout the community.