Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
We present results of an experimental study of an urban, museum-based science teacher PD programme. A total of 125 teachers and 1676 of their students in grades 4–8 were tested at the beginning and end of the school year in which the PD programme took place. Teachers and students were assessed on subject content knowledge and attitudes towards science, along with teacher classroom behaviour. Subject content questions were mostly taken from standardised state tests and literature, with an ‘Explain:’ prompt added to some items. Teachers in the treatment group showed a 7% gain in subject content
The STEM + Digital Literacies (STEM+L) project investigates science fiction composing as an effective mechanism to attract and immerse adolescents (ages 10-13) from diverse cultural backgrounds in socio-scientific issues related to environment.
The participating students (G5-8) work in small groups to design and produce STEM content rich, multimedia science fictions during the summer (1 week) and the academic year (4-6 2.5hr sessions). Culminating activities include student presentations at a local science fiction film festival.
The research component employs an iterative, design-based
Latina SciGirls addresses specific barriers that prevent many young Latinas from participating fully in STEM, including:
Lack of STEM identity (girls’ ability to envision themselves as STEM professionals)
Limited exposure to STEM role models who look like them
Lack of knowledge and/or misunderstanding of STEM fields
The goal of this three-year project is to leverage NSF’s investment in both SciGirls and computer science education by engaging 8-13 year-old girls in computational thinking and coding through innovative transmedia programming which inspires and prepares them for future computer science studies and careers.
This poster was created for the Advancing Informal STEM Learning (AISL) program Primary Investigator (PI) meeting. The research presented here is a summary of the various informal STEM learning opportunities offered as part of the collaboration between university researchers and museum practionners. We were interested in how museums can advance parent-child engagment in STEM-rich tinkering and reflection. The participants were able to take part of a few different activities that allowed for informal reflection and tinkering at the Tinkering Lab, a musuem exhibit that invites families to take
This poster, which was presented in Alexandria, VA at the CAISE AISL PI meeting in February 2019, summarizes the Remake Making professional development program for makerspace facilitation.
NASA's Universe of Learning provides resources and experiences that enable diverse audiences to explore fundamental questions in astronomy, experience how science is done, and discover the universe for themselves. Using its direct connection to science and science experts, NASA's Universe of Learning creates and delivers timely and authentic resources and experiences for youth, families, and lifelong learners. The goal is to strengthen science learning and literacy, and to enable learners to discover the universe for themselves in innovative, interactive ways that meet today's 21st century needs. The program includes astronomical data tools, multimedia resources, exhibits and community programs, and professional learning experiences for informal educators. It is developed through a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, the Jet Propulsion Laboratory, the Smithsonian Astrophysical Observatory, and Sonoma State University.
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TEAM MEMBERS:
Denise SmithGordon SquiresKathy LestitionAnya BifernoLynn Cominsky
The Explore Science: Let’s Do Chemistry project is a design-based research study creating both chemistry hands-on activities and a theoretical framework about strategies that promote increases in public interest, understandings of relevance, and feelings of self-efficacy about chemistry. This poster, which was presented at the 2019 NSF AISL Principal Investigators Meeting, shared the design-based research process for the ChemAttitudes project and asked how we can promote use of project findings and products beyond the life of the grant.
Conducting qualitative research in any discipline warrants two actions: accessing participants and eliciting their ideas. In chemistry education research, survey techniques have been used to increase access to participants and diversify samples. Interview tasks (such as card sorting, using demonstrations, and using simulations) have been used to elicit participant ideas. While surveys can increase participation and remove geographic barriers from studies, they typically lack the ability to obtain detailed, thick description of participant ideas, which are possible from in-person interviews
BioEYES, a nonprofit outreach program using zebrafish to excite and educate K–12 students about science and how to think and act like scientists, has been integrated into hundreds of under-resourced schools since 2002. During the week-long experiments, students raise zebrafish embryos to learn principles of development and genetics. We have analyzed 19,463 participating students’ pre- and post-tests within the program to examine their learning growth and attitude changes towards science. We found that at all grade levels, BioEYES effectively increased students’ content knowledge and produced