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resource research Media and Technology
Science communicators and educators need strategies to account for the differences in ways that learners build on prior knowledge and experiences, and position these differences as strengths, rather than as weaknesses. Science communicators and STEM educators can more effectively engage their audiences by applying asset-based approaches in their activities and strategies. About this resource: This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help informal STEM education (ISE) and science communication groups reflect on and strengthen their
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TEAM MEMBERS: Raychelle Burks Sunshine Menezes Center for Advancement of Informal Science Education (CAISE)
resource research Public Programs
Learning is a lifelong, life-wide, and life-deep process. Narrow definitions of learning as consisting only of conceptual knowledge can limit how we engage people with and in STEM. Science communicators and educators can design opportunities to build on prior knowledge to help people make sense of new ideas and experiences in ways that can guide decision-making as well as future choices. About this resource: This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help informal STEM education (ISE) and science communication groups reflect on and
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TEAM MEMBERS: Bronwyn Bevan Sunshine Menezes
resource research Media and Technology
Though many communities are now undertaking collective efforts to transform who participates in science, technology, engineering, and math (STEM), the informal science education and science communication sectors are largely peripheral to these initiatives. A task force assembled by the Center for the Advancement of Informal STEM Education (CAISE) spent 18 months examining how the public engagement with STEM sector typically presents and represents STEM, and deliberated on whether or not it does so in truly inclusive ways that can contribute to efforts to broaden participation. In this
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resource research Media and Technology
To help informal STEM education (ISE) and science communication groups reflect on and strengthen their efforts to broaden participation in STEM, CAISE’s Broadening Participation in STEM Task Force developed a suite of professional development tools. If you are a staff leader or trainer working on broadening participation, these resources can help support your work. You can use them to plan and lead reflective discussions about current practices, with an eye to developing goals, strategies, and priorities that can make your ISE and science communication work more inclusive. Toolkit
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resource evaluation Media and Technology
The National Building Museum (NBM) contracted RK&A, Inc. to conduct a summative evaluation of the Why Engineering? distance learning program. The goal of the evaluation was to assess program operations and explore the extent to which the program achieved its intended outcomes for students and teachers. How did we approach this study? RK&A used three methodologies for the study: online program observations; student assessments administered immediately after the program; and telephone interviews with teachers. Observations were primarily used to gain a holistic understanding of how the
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TEAM MEMBERS: Stephanie Downey Katie Chandler Erin Wilcox
resource research Public Programs
Parents are vital players in raising youth’s awareness of the value of STEM and in brokering their participation in activities that build STEM competencies. STEM Next Opportunity Fund is committed to ensuring that every child – especially girls, youth of color, kids in low-income communities, and youth with disabilities – has access to STEM experiences and the social capital that lead to greater opportunities in academics and careers. We believe family engagement is a game changer and offer this white paper to raise awareness of its importance and amplify promising practices.
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resource research Professional Development, Conferences, and Networks
In informal STEM education, thinking about engagement has evolved from a focus on innovative ways of attracting the initial attention of science center/museum visitors or media consumers to strategies for designing environments and activities that foster deeper experiences such as experimentation, skill development, and contemplation in a variety of settings. In the science communication field, engagement increasingly refers to “two-way” approaches to designing and facilitating interactions between STEM professionals and diverse “publics” that take into account the knowledge and prior
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resource research Professional Development, Conferences, and Networks
The landmark 2009 National Research Council consensus report Learning Science in Informal Environments, posited that learners in informal environments “experience excitement, interest, and motivation to learn about phenomena in the natural and physical world” as one of six strands of informal science learning. In 2016, the American Association for the Advancement of Science (AAAS) Center for Public Engagement with Science and Technology identified “increased interest and motivation” around STEM topics as a short-term, measurable outcome of science engagement activities. For many professionals
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resource research Professional Development, Conferences, and Networks
In everyday language, one might define “identity” as the way that people answer questions such as: “Who do I think I am, or who can I be, where do I belong, and how do I think other people see me?” The concept of identity has become an increasingly important factor in the study of informal science, technology, engineering, and math (STEM) education and science communication. And a growing number of designers name an enhanced science or STEM identity as an intended outcome for participants in their activities and programs. In 2017, the CAISE Evaluation and Measurement Task Force asked a
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resource research Media and Technology
“Reclaiming Digital Futures” is a free guide and associated website for youth organizations to use as they integrate digital learning into their programming and practices. The report is available at DigitalLearningPractices.org. The report and the associated DigitalLearningPractices.org site contain a cross-section of resources to aid organizations and educators in developing quality programming that integrate technology and youth development. Rather than focusing on efforts to help youth become fluent and skilled in uses of technology simply for the sake of meeting predetermined standards
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TEAM MEMBERS: Rafi Santo June Ahn Juan Pablo Sarmiento
resource research Public Programs
Since 1992, the WSU Math Corps, a combined mathematics and mentoring program, has worked to make a difference in the lives of Detroit’s children—providing them with the love and support that all kids need in the moment, while empowering them with the kinds of educational opportunities and sense of purpose, that hold the promise of good lives for themselves and a better world for all.
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TEAM MEMBERS: Steve Kahn Stephen Chrisomalis Todd Kubica Carol Philips-Bey Francisca Richter
resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen