The Brains On! exploratory research study was guided by three overarching research questions:
Who is the audience for Brains On! and what are their motivations for listening to children’s science podcasts?
How are Brains On! listeners using the podcast and engaging with its content?
What kinds of impacts does Brains On! have on its audiences?
These questions were answered through a three-phase mixed-methods research design. Each phase informed the next, providing additional insights into answering the research questions. Phase 1 was a review of a sample of secondary data in the
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
The Vertically Integrated Science Learning Opportunity (VISLO) program builds upon an existing three-way partnership between (i) faculty, graduate students, and undergraduate students form the University Nebraska-Lincoln (UNL), (ii) the 21st Century Community Learning Centers (CLC) in Lincoln, NE, and (iii) The University of Nebraska State Museum.
VISLO uniquely incorporates vertically-integrated peer instruction across educational levels, including: graduate, undergraduate, middle school, and elementary school. Throughout the program, participants of all identified educational levels had
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach
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TEAM MEMBERS:
Laura HobbsCarly StevensJackie HartleyCalum Hartley
This RAPID was submitted in response to the NSF Dear Colleague letter related to the COVID-19 pandemic. This award is made by the AISL program in the Division of Research on Learning, using funds from the Coronavirus Aid, Relief, and Economic Security (CARES) Act. The goal of this award is to advance understanding of how children's science podcasts can provide families with information to help ease children's anxiety and fears during a pandemic. The project's hypothesis is that through listening to Brains On! coronavirus-related episodes, children will increase their understanding of science concepts related to the pandemic. As they gain this understanding, it is predicted that their overall fear and anxiety about the pandemic will diminish, they will feel empowered to ask pandemic-related questions and will engage in more science- based conversations with their family members. The project will develop three Brains On! podcast episodes focused specifically on the COVID-19 pandemic for kids aged 5 to 12 and their families. The research questions include:
How and to what extent do Brains On!'s coronavirus-based episodes help children and their families understand and talk about science-related pandemic topics? What kind of conversations are sparked by these episodes?
What kinds of questions do children have after listening to the Brains On! coronavirus episodes and what are the reasons for their questions? What can the questions tell us about the impact of listening on kids' science engagement and learning?
What resources do parents need to answer children's questions and help them understand science topics related to the pandemic?
This project is a collaboration between a media producer, Minnesota Public Radio and researchers at The Science Museum of Minnesota. Brains On! already has a large listening audience, with 7 million downloads a year, and more than 200,000 unique listeners a month and these new episodes are likely to increase listenership further. The research findings will be quickly disseminated to a wide range of audiences that can immediately apply the findings to create media and other coronavirus-related educational resources for families.
The PI's prior NSF funded projects have found that previous Brains On! podcasts with a range of STEM content increase the number and sophistication of the science questions children ask and lead to science-based conversations with family members. This project will study the impacts in relation to a singular topic, COVID-19. Three online surveys of Brains On! listeners (families with children ages 5 - 12 years old) will be conducted. The first survey to be conducted as soon as the project begins will focus on parents reflecting on what information is needed at that stage of the pandemic. Two additional listener surveys will occur immediately after new COVID-19 podcast episodes are released. These surveys will ask content-specific questions to understand how well the episode conveys that information to children and their families, what conversations were sparked from the content, and what additional information needs families have. Prior to administering each of the three surveys, video-based think-aloud interviews with 10 families will test and revise survey questions.
Survey participants will be recruited using language in Brains On! episodes, social media, website, and newsletters. A sample size of around 1,000 for each of the surveys is planned (based on a 95% confidence interval and ±3% sampling error). Analyses will include descriptive statistics and thematic coding of open-ended survey questions. Subgroup samples, when large enough will look at differences in responses by demographic variables (e.g. race/ethnicity, household income, highest level of education in the household, an adult in the household with a STEM career, gender of child, geographic location). The researchers and Brains On! staff will work together to identify how the findings can be applied to the development of subsequent coronavirus-related episodes and shared with the ISE field to further support families? education and information needs.
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.
The Farrell Fellows Summer Internship program consists of teen educators leading science, technology, engineering and math (STEM) activities for children at libraries and park locations across Chicago. The goal of this study was to learn more about the families who attend the sessions and to also look for evidence of learning and how that may be related to the moods and attitudes of the teen educators. Data was collected through observations of the sessions, pre- and post-session surveys of 26 teen educators, and 90 surveys of the parents of participating children. Field notes were coded using
The purpose of this paper is to provide a better understanding of Maine’s capability to promote 5th-12th graders’ engagement and achievement in STEM during out-of-school hours. The paper will provide a background for the design conference task of constructing “STEM intensives” that make optimal use of Maine’s resources and connect these resources with students in ways that make sense.
This paper describes innovative ways of bringing mathematical learning into community venues in rural settings. We selected highly engaging mathematical activities, adapted them for middle school youth and their families, and brought them to the “locavore” contexts of Farmers Markets and community agricultural fairs. “STEM Guides”—community people hired to connect youth with local STEM resources—set up math-oriented booths at local Farmers Markets and fairs. They enlisted visitors in weighing produce, comparing weights of typical fruits/vegetables to record-weighing produce, and composing
In this article we describe a model designed for rural settings that uses community-based “STEM Guides” as human brokers to engage isolated 10- to 18-year-old youth in STEM. The STEM Guides connect youth with opportunities that already exist in their communities, including after-school programs, clubs, camps, library activities, special events, contests, and competitions. STEM Guides also introduce youth and their families to virtual opportunities, such as citizen science monitoring, and statewide experiences, such as the Maine State Science Fair.
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TEAM MEMBERS:
Jan MokrosJennifer AtkinsonSue AllenAlyson SaundersKate Kastelein
This article describes the research and development of an NSF-funded, five-year experimental program to strengthen informal (out-of-school) STEM learning by youth in five rural communities. The central component of the model was a cadre of community members known as ‘STEM Guides’ who were hired to work as brokers between youth and the STEM learning resources potentially available to them. These STEM Guides were respected adults with credible connections to youth, flexible schedules, the ability to travel within the community, and enthusiasm for identifying local STEM resources. The Guides were
This document is the final summative evaluation report written by EDC, the external evaluator of the STEM Guides project. The report concludes that the project was highly ambitious, with many dynamic and evolving pieces. It was deemed successful as a model of brokering connections between students aged 10-18 and STEM resources and opportunities in rural Maine communities. The STEM Guides program contributed to the increase in STEM awareness within each community, as well as connecting youth with interesting and relevant STEM experiences.
The videogames industry has been flourishing. In 2010 in America alone, total consumer spending on the games industry totaled $25.1 billion (Siwek, 2010), surpassing both the music industry ($15.0 billion) and box office movies ($10.5 billion). It is also one of the fastest growing industries in the U.S. economy. From 2005 to 2010, for example, the videogames industry more than doubled while the entire U.S. GDP grew by about 16 percent. The amount of time young people spend with entertainment media in general is staggering. Youth aged 8 to 18 years old consume about 10.45 hours per day of