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resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource project Public Programs
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models for making in a variety of settings through the Enabling the Future of Making to Catalyze New Approaches in STEM Learning and Innovation Dear Colleague Letter. This Early Concept Grant for Exploratory Research (EAGER) will test an innovative approach to bringing making from primarily informal out-of-school contexts into formal science classrooms. While the literature base to support the positive outcomes and impacts of design-based making in informal settings at the K-12 level is emerging, to date, minimal studies have investigated the impacts of making design principles within formal contexts. If successful, this project would not only add to this gap in the literature base but would also present a novel model for bridging the successful engineering design practices of making and tinkering primarily found in informal science education into formal science education classrooms. The model would also demonstrate an innovative, highly interactive way to engage high school students and their teachers in engineering based design principles with immediate real-world applications, as the scientific instruments developed in this project could be integrated directly into science classrooms at relatively minimal costs.

Through a multi-phased design and implementation model, high school students and their teachers will engage deeply in making design principles through the design and development of their own scientific instruments using Arduino-compatible hardware and software. The first phase of the project will reflect a more traditional making experience with up to twenty high school students and their teachers participating in an after-school design making club, in this case, focused on the development and testing of scientific instrument prototypes. During the second phase of the project, the first effort to transpose the after school making experience to a more formalized experience will be tested with up to eight students selected to participate in two week summer research internships focused on scientific instrument design and development through making at Northwestern University. A two-day summer teacher workshop will also be held for high school teachers participating in the subsequent pilot study. The collective insights gleaned from the after school program, student internships, and teacher workshop will culminate to inform the full implementation of the formal classroom pilot study. The third and final phase will coalesce months of iterative, formative research, design and development, resulting in a comprehensive pilot investigation in up to seven high school physics classrooms.

Using a multi-phased, mixed methods exploratory design-based research approach, this 18-month EAGER will explore several salient research questions: (a) How and to what extent does the design & making of scientific instrumentation serve as useful tasks for learning important science and engineering knowledge, practices, and epistemologies? (b) How engaging is this making activity to learners of diverse abilities and prior interests? What can be generalized to other types of making activities? (c) How accessible is the Arduino hardware and coding environment to learners? What combination of hardware and software materials and tools best support accessibility and learning in this type of digital making activity? and (d) What types of scaffolding (for students and teachers) are required to support the effective use of maker materials and activities in a classroom setting? Structured interviews, artifacts, video recordings from visor cameras, student design logs, logfiles, and ethnographic field notes will be employed to garner data and address the research questions. Given the early stage of the proposed research, the dissemination of the findings will be limited to a few select journals, teacher forums and workshops, and professional conferences.

This EAGER is well-poised to directly impact up to 125 high school physics students (average= 25 students/class), approximately 7 high school physics teachers, 6-8 high school summer interns, nearly 20 high school students participating in the after-school design making club, and indirectly many more. The results of this EAGER could provide the basis and evidence needed to support a more robust, expanded future investigation to further substantiate the findings and build the case for similar efforts to bring making into formal science education contexts.
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TEAM MEMBERS: David Uttal Kemi Jona
resource project Public Programs
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models in Making poised to catalyze new approaches in STEM learning and innovation. Employing a novel design and development approach, this Early Concept Grant for Exploratory Research (EAGER) will test the feasibility of integrating Making concepts with real world micro-manufacturing engineering principles within the context of intense, multi-year team apprenticeship experiences for high school students. The apprenticeship model is particularly novel, as current Making research and experiences predominately take place in afterschool and summer programs for up to 25 youth. The proposed apprenticeships will require a two year commitment by a small cohort of Texas high school students, which will provide an opportunity to examine the feasibility and impact of the effort longitudinally. The cohort will learn to think critically, solve problems, and work together as a Making Production Team (MPT) in a customized makerspace in their high school, constructing engineering-based science kits for implementation in a local elementary school. Not only will the students enhance their content knowledge while developing design and development skills but the students will also receive stipends which will address two very practical needs for the targeted high need population - employment and workforce development. Few, if any, efforts currently serve the targeted population through the contextualization of Making within a supply chain management and micro-manufacturing framework that extends the Making experience by integrating the student designed products into elementary classrooms. As such, this project will contribute to essentially unexplored areas of Making research and development.

Six high school students from high poverty, underserved Texas communities along the Texas-Mexico border (colonias) will be selected for the Making Production Team (MPT). In Years 1 and 2, the students will meet regularly during the academic school year and over the summer with Texas A & M University undergraduates, graduate students, and the project team to learn key aspects of Making and manufacturing (i.e., ideation, prototyping, design, acquisition, personnel, and production) through hands-on making activities and direct instruction. Concurrently, a research study will be conducted to explore: (a) the actualization of the model in an underserved community, (b) the effectiveness of problem-based learning to train students in the model, and (c) STEM knowledge and self-concept. Data will be collected from multiple sources. An adapted version of the Academic Self-Description Questionnaire will be administered to the students to assess their STEM technical knowledge and skills as well as their self-concept in relation to STEM domains. Remote and in person interviews will be conducted with the students to track the evolution of the primary dependent variables, STEM learning and self-concept, over time. Program facilitators and partners will be interviewed to examine the feasibility of the making experience within the given context and for the targeted students. Finally, the students' diary reflections, products, and video recordings of their work sessions will also be examined. Time-series quantitative tests and in-depth qualitative methods will be used to analyze the data.
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TEAM MEMBERS: Francis Quek Sharon Lynn Chu Malini Natarajarathinam Mathew Kuttolamadom
resource evaluation Public Programs
NatureStart Network brought together early childhood educators and environmental educators to support nature play, exploration, and inquiry for young children and their families within urban environments. Project partners included the Forest Preserves of Cook County and two established Head Start programs in the Chicago area, Mary Crane Center and El Valor. The foundation of the project was a series of three two-day professional learning sessions that took place over an eighteen month period. Through hands-on, collaborative learning and reflection activities, the participating educators
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TEAM MEMBERS: David Becker
resource research Public Programs
There is broad consensus in the international scientific community that the world is facing a biodiversity crisis — the accelerated loss of life on Earth brought about by human activity. Threats to biodiversity have been variously classified by different authors (Diamond 1989, Laverty and Sterling 2004, Brook et al. 2008), but typically include ecosystem loss and fragmentation, unsustainable use, invasive species, pollution, and climate change. Across the globe, traditional and indigenous cultures are affected by many of the same threats affecting biological diversity, including the
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TEAM MEMBERS: Nora Bynum Eleanor Sterling Brian Weeks Andres Gomez Kimberley Roosenberg Erin Vintinner Felicity Arengo Meg Domroese Richard Pearson
resource research Media and Technology
This is the fifth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Kyrie Caldwell Sean Seyler Amanda Ochsner Constance Steinkuehler
resource research Media and Technology
This is the fourth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Amanda Ochsner Jeremy Dietmeier Caroline Williams Constance Steinkuehler
resource research Media and Technology
This is the third volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Caroline Williams Amanda Ochsner Jeremy Dietmeier Constance Steinkuehler
resource research Media and Technology
This year we are pleased to be publishing the second volume of the annual proceedings for the Games+Learning+Society (GLS) Conference. For eight years now, GLS has been a valued event for individuals working in academia, industry, and as practitioners in schools to come together around their shared interest and passion for videogames and learning. This conference is one of the few destinations where the people who create high-quality digital learning media can gather to discuss and shape what is happening in the field and how the field can serve the public interest. GLS offers an opportunity
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TEAM MEMBERS: Crystle Martin Amanda Ochsner Kurt Squire
resource research Media and Technology
This is the first volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Constance Steinkuehler Crystle Martin Amanda Ochsner
resource project Professional Development, Conferences, and Networks
The Center for Advancement of Informal Science Education (CAISE) is a National Science Foundation (NSF) funded resource center, working in cooperation with the NSF Advancing Informal STEM Learning (AISL) program to build and advance the informal STEM education field. CAISE continues the work it began in 2007--serving professional audiences in informal STEM learning, which includes those working in science centers and museums, zoos and aquariums, parks, botanical gardens and nature centers, events and festivals, libraries, making and tinkering spaces, media (TV, radio, film, social), cyberlearning and gaming, and youth, community, and out-of-school time programs.

What We Do:

CAISE seeks to characterize, highlight, and connect quality, evidence-based informal STEM learning work supported by a diversity of federal, local, and private funders by providing access to over 8,000 (and growing) resources that include project descriptions, research literature, evaluation reports and other documentation on the InformalScience.org website. In addition, CAISE convenes inquiry groups, workshops and principal investigator meetings designed to facilitate discussion and identify the needs and opportunities for informal STEM learning.

In this award, CAISE is also tasked with advancing and better integrating the professional fields of informal STEM learning and science communication by (1) broadening participation in these fields, (2) deepening links between research and practice, and (3) building capacity in evaluation and measurement. These activities are being undertaken by cross-sector task forces of established and emerging who will be responsible for conducting field-level analyses, engaging stakeholders, and creating roadmaps for future efforts. CAISE is also building on existing communication channels for dissemination to the larger field, and through the InformalScience.org website. An External Review Board and Inverness Research are providing oversight of CAISE's program activities and evaluation of the center.

Who We Are:

CAISE operates as a network of core staff housed at the Association of Science-Technology Centers (ASTC) in Washington, D.C. and co-principal investigators and other collaborators at academic institutions and informal STEM education (ISE) organizations across the U.S. Other key collaborators are the American Association for the Advancement of Science's Center for Public Engagement with Science, the National Informal STEM Education Network, and Arizona State University.
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resource project Media and Technology
Nurture Nature Center recently completed a 2 year project to develop a 6 Degrees of Connection educational program, supported by a grant from NASA’s CP4SMP. The program focuses on earth science concepts and the cross-cutting theme of interconnectedness, using personal relevance as a hook to capture students’ interest and motivate them to pursue STEM experiences and careers.

Over the course of two years, students, interns, and teachers were engaged to help develop a SOS program with an associated arts-based creative activity. An iterative program design process based on student and teacher evaluations resulted in the 6 Degrees of Connectionprogram which discusses earth systems connections involving the sun, space weather, and ozone; transportation, atmosphere and acid rain; climate change; and marine debris. The program is purposefully interactive and multi-disciplinary - students are encouraged to consider the cascading effects related to the production and transportation of their clothing during an interactive activity using the SOS, an arts-based activity after the SOS program helps participants visualize and physically diagram their connections to global issues, and students learn about STEM careers from clips of STEM professionals discussing the ways their work is tied to various human and earth systems.

We are pleased to share more about the project, the evaluation, and program materials on our website here http://nurturenaturecenter.org/6-degrees-of-connection-understanding-the-interconnectedness-of-earth-systems/.
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TEAM MEMBERS: Kathryn Semmens Rachel Carr Jim O'Leary Joan Ramage