Chabot Space & Science Center will expand its work in youth development and community outreach by launching the Oakland Connected Learning Partnership program targeting underserved children and youth. Over the two-year project period, the museum will hire 12 teens each year from a Title I high school as paid interns. Museum educators will provide training and mentorship to prepare the interns to present STEM-based after-school programs for children aged 6-12 at local Girls & Boys Clubs. The teens will help to organize and present additional project activities, including Community Science Events at local libraries, public schools and places of worship. Each year of the project will culminate with a free Community Day at the museum for all participants. Community listening sessions at strategic intervals will help the project team understand resources and needs and obtain feedback on the program.
The Wayne State University Math Corps is a mathematics enrichment and mentoring program that operates during summers and on Saturdays. The curriculum and the pedagogies in this informal learning program have documented success of supporting youths' mathematics learning as well as raising achievement levels in school. Through rigorous research and evaluation, this project seeked to analyze and understand the nature, extent, and reasons for Math Corps' success with youth learning in Detroit as well as the processes of program replication in three sites: Cleveland, OH; Utica, NY; and Philadelphia
Future City, operating since 1992, is “a national, project-based learning experience where students in sixth, seventh, and eighth grade imagine, design, and build cities of the future. Students work as a team with an educator and engineer mentor to plan cities using SimCityTM software, research and write solutions to an engineering problem, build tabletop scale models with recycled materials, and present their ideas before judges at regional competitions in January. Regional winners represent their region at the National Finals in Washington, DC in February.
Future City’s cross-curricular
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
DATE:
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TEAM MEMBERS:
Joan FreeseMomoko HayakawaBryce Becker
This project is a Smart and Connected Communities award. The community is part of Evanston, Illinois and is composed of the lead partners described below:
EvanSTEM which is a in-school/out of school time (OST) program to improve access and engagement for students in Evanston who have underperformed or been underrepresented in STEM.
McGaw YMCA which consists of 12,000 families serving 20,000 individuals and supporting technology and makerspace activities (MetaMedia) in a safe community atmosphere.
Office of Community Education Partnerships (OCEP) at Northwestern University which provides support for the university and community to collaborate on research, teaching, and service initiatives.
This partnership will develop a new approach to learning enagement through the STEAM (Science, Technology, Engineering, Arts, and Mathematics) interests of all young people in Evanston. This project is entitled Interests for All (I4All) and builds upon existing research results of the two Principal Investigators (PIs) and previous partnerships between the lead partners (EvanSTEM and MetaMedia had OCEP as a founding partner). I4All also brings together Evanston school districts, OST prividers, the city, and Evanston's Northwestern University as participants.
In particular the project builds on PI Pinkard's Cities of Learning project and co-PI Stevens' FUSE Studios project. Both of these projects have explicit goals to broaden participation in STEAM pursuits, a goal that is significantly advanced through I4All. In this project, I4All infrastructure will be evaluated using quantitative metrics that will tell the researchers whether and to what degree Evanston youth are finding and developing their STEAM interests and whether the I4All infrastructure supports a significantly more equitable distribution of opportunities to youth. The researchers will also conduct in depth qualitative case studies of youth interest development. These longitudinal studies will complement the quantitative metrics of participation and give measures that will be used in informing changes in I4All as part of the PIs Design Based Implementation Research approach. The artifacts produced in I4All include FUSE studio projects, software infrastructure to guide the students through OST and in-school activities and to provide to the students actionable information as to logistics for participation in I4All activities, and data that will be available to all stakeholders to evaluate the effectiveness of I4All. Additionally, this research has the potential to provide for scaling this model to different communities, leveraging the OST network in one community to begin to offer professional development more widely throughout the school districts and as an exemplar for other districts. These research results could also affect strategies and policies created by local school officials and community organizations regarding how to work together to create local learning environments to create an ecosystem where formal and informal learning spaces support and reinforce STEAM knowledge.
This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
But many young people face signifcant economic, cultural, historical, and/or social obstacles that distance them from STEM as a meaningful or viable option— these range from under-resourced schools, race- and gender-based discrimination, to the dominant cultural norms of STEM professions or the historical uses of STEM to oppress or disadvantage socio-economically marginalized communities (Philip and Azevedo 2017). As a result, participation in STEM-organized hobby groups, academic programs, and professions remains low among many racial, ethnic, and gender groups (Dawson 2017). One solution to
This paper examines the differences and challenges encountered when trying to create informal blended (virtual and hands-on) engineering design STEM activities. It contrasts the creation of STEM activities for formal and informal learning environments, stressing that the differences extend far beyond the length of the activity or depth of any learning goals. The discussion begins with an examination of differences between the two learning environments that need to be taken into consideration. These differences include the physical environments, organizational structures, and the goals or
An ecosystems model of learning suggests there are critical partners within and across a community that support learning across the lifespan. These school-community partnerships, developed with shared accountability and goals, are essential to rural students given the lack of economic and geographic access to such services. Youth in rural areas may have limited opportunities to engage with professionals. The team proposes to overcome this gap by capitalizing on the wide-spread interest in archaeology to teach critical thinking using STEM concepts and testing components of a partnership program. This project will advance knowledge on multidisciplinary STEM education by iteratively developing and researching an after-school program in which youth engage in multidisciplinary inquiry in the context of archeology. Mentored by archaeologists, rural youth and citizen scientists will use concepts and tools drawn from biology, ecology, geospatial science, mathematics, physics, and data science to identify and answer questions related to the history of their local region. An outcome of this project will be a road map for moving from a feasibility project to a larger implementation project locally and an understanding of community partnerships engaging more broadly.
Researchers at SUNY Binghamton will conduct a mixed-methods research study that examines the ways in which participation in a multidisciplinary after-school archaeology program supports the development of STEM identities among rural youth in sixth through eighth grades. The research team will use content analysis to analyze field notes from observations, as well as transcripts from focus groups and interviews with the youth. They will use inferential statistics to explore changes in the youths' STEM identity using an identity survey, which will be administered to the youth before and after participation in the program. Additionally, the research team will conduct qualitative research that explores shifts in the afterschool program providers' perceptions about supporting middle school youth as STEM learners. The program providers are comprised of graduate and undergraduate archaeology students, citizen scientists, and professional archaeologists. The course modules developed for the after-school program will be disseminated through professional networks and organizations dedicated to archaeologists and informal educators, and empirical findings will be shared widely via peer-reviewed publications. This project is funded by the Advanced Informal STEM Learning (AISL) program. As part of its overall strategy to enhance learning in informal environments, the AISL program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
This Pilots and Feasability Studies award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
Background. STEM identity has emerged as an important research topic and a predictor of how youth engage with STEM inside and outside of school. Although there is a growing body of literature in this area, less work has been done specific to engineering, especially in out-of-school learning contexts.
Methods. To address this need, we conducted a qualitative investigation of five adolescent youth participating in a four-month afterschool engineering program. The study focused on how participants negotiated engineering-related identities through ongoing interactions with activities, peers
Children’s storybooks are a ubiquitous learning resource, and one with huge potential to support STEM learning. They also continue to be a primary way that children learn about the world and engage in conversations with family members, even as the use of other media and technology increases. Especially before children learn to read, storybooks create the context for in-depth learning conversations with parents and other adults, which are the central drivers of STEM learning and development more broadly at this age. Although there is a body of literature highlighting the benefits of storybooks
This application requests support to enable a team of experienced science educators and biomedical and behavioral health network scientists to develop and implement the Worlds of Connections curriculum. Most middle school students are familiar with patient care-related health careers (e.g., nurses, dentists, surgeons), but few know about emerging careers in network science that can be leveraged to improve population health. This innovative and research-based science program is strategically designed to increase awareness of, understanding of, and interest in the important role of network science for health. This project will design learning activities that incite interest in network science applications to biomedical and public health research. The long- term goal is to enhance the diversity of the bio-behavioral and biomedical workforce by increasing interest in network science among members of underrepresented minority communities and to promote public understanding of the benefits of NIH-funded research for public health. The goal of this application is to identify and create resources that will overcome barriers to network science uptake among underserved minority middle school youth. The central hypothesis is that the technology-rich field of network science will attract segments of today’s youth who remain uninterested in conventional, bio-centric health fields. Project activities are designed to improve understanding of how informal STEM experiences with network science in health research can increase STEM identities, STEM possible selves, and STEM career aspirations among youth from groups historically underrepresented in STEM disciplines at the center of health science research (Aim 1) and create emerging media resources via augmented reality technologies to stimulate broad interest in and understanding of the role of network science in biomedical and public health research (Aim 2). A team led by University of Nebraska-Lincoln sociologists will partner with the University of Nebraska at Omaha; state museums; centers for math, science, and emerging media arts; NIH-funded network scientists; educators; community learning centers at local public schools; learning researchers; undergraduates; software professionals; artists; augmented reality professionals; storytellers; and evaluation experts to accomplish these goals and ensure out of school learning will reinforce Next Generation Science Standards. The Worlds of Connections project is expected to impact 35,250 youth and 20,570 educators in Lincoln and Omaha, Nebraska by: adding network science modules to ongoing 6th-8th-grade afterschool STEM clubs in community learning centers; adding network science for health resources to a summer graduate course on “activating youth STEM identities” for sixth to twelfth grade STEM teachers; connecting teachers with local network scientists; creating free, downloadable, high-quality emerging media arts-enhanced stories; and publishing peer-reviewed research on the potential of network science to attract youth to health careers. Coupled with the dissemination plan, the project design and activities will be replicable, allowing this project to serve as a model to guide other projects in STEM communication.
PUBLIC HEALTH RELEVANCE:
The lack of public understanding about the role of network science in the basic biological and social health sciences limits career options and support for historically underrepresented groups whose diverse viewpoints and questions will be needed to solve the next generation of health problems. The Worlds of Connections project will combine network science, social science, learning research, biology, computer science, mathematics, emerging media arts, and informal science learning expertise to build a series of monitored and evaluated dissemination experiments for middle school science education in high poverty schools. Broad dissemination of the curriculum and project impacts will employ virtual reality technologies to bring new and younger publics into health-related STEM careers.