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resource evaluation Media and Technology
As part of the development work of Latina SciGirls, the independent evaluation firm Knight Williams Inc. conducted a front-end evaluation focused on gathering input from the project’s primary public audiences (Latina girls and their parents/guardians) and professional audiences (the project’s advisers and partners). Appendix includes logic model.
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resource research Media and Technology
There was a time when “science comic” meant a straightforward collection of pictures with a lot of captions and a few word balloons. The main character would recite a series of facts and definitions, and any attempt at plot or character development would be interrupted by a lecture. The comics featured more diagrams than action scenes, with clunky and expository dialogue. Rather than comics making science enjoyable, science made comics boring. Not anymore. The new generation of science graphic novels is designed as much to entertain as to educate. “The students love to read the books on
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TEAM MEMBERS: Brigid Alverson
resource project Media and Technology
In prior projects, including a 2015 ED/IES SBIR award, the team developed two immersive multiplayer virtual game environments. In Eco and Colony, middle school students collaboratively apply scientific practices within the virtual worlds to address challenges, such as the availability of resources and energy and maintaining clean water. With this Phase I funding, the team is developing a prototype of a teacher dashboard designed to improve classroom implementation of the virtual environments. The prototype will automatically generate reports on individual student contributions to the progress of the classroom-wide game, and track progress in mastering curricular learning goals. In the Phase I pilot research for three middle school social studies classrooms, the project team will examine whether the dashboard functions as planned, if teachers are able to use the dashboard to feasibly integrate the game within the classroom environment, and if teachers are able to use reports to track student progress.
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TEAM MEMBERS: John Krajewski
resource project Media and Technology
In prior research and development, the project team developed PocketLab, a set of web-based hands-on science simulations for middle school classrooms. With this Phase I funding, the team will develop and test a prototype of CloudLab, a classroom management platform to extend the functionality of PocketLab. The prototype will include a portal so that a class of students can collaborate on experiments, a lab notebook to analyze experimental data with graphing tools, and a teacher dashboard to monitor student progress in real time. In the Phase I pilot research, with six middle school teachers and 150 students, the project team will examine whether the prototype functions as planned, whether teachers are able to integrate it within the classroom environment, and whether students are engaged while using the prototype.
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TEAM MEMBERS: Clifton Roozebook
resource research Media and Technology
Ideas from social justice can help us understand how equity issues are woven through out-of-school science learning practices. In this paper, I outline how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. I apply these ideas to out-of-school science learning via television, science clubs and maker spaces, looking at research as well as illustrative examples to see how equity challenges are being addressed in practice. I argue that out-of-school science
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TEAM MEMBERS: emily dawson
resource research Public Programs
Students in the U.S. educational system are increasingly diverse, and this diversity is reflected in science, technology, engineering, and mathematics (STEM) fields. Diversity in education encompasses students from many races, genders, and socioeconomic backgrounds; students who speak a variety of languages; and students from many cultures. For instance, ethnic diversity increased by 5% across primary and secondary public schools from 2000 to 2007 (Aud, Fox, & KewalRamani, 2010). Diversity is also evident in the socioeconomic make-up of students, with almost half of 4th graders in public
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TEAM MEMBERS: Enrica Ruggs Michelle Hebl
resource research Public Programs
Learn how to create opportunities for young people from low-income, ethnically diverse communities to learn about growing food, doing science, and how science can help them contribute to their community in positive ways. The authors developed a program that integrates hydroponics (a method of growing plants indoors without soil) into both in-school and out-of-school educational settings.
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TEAM MEMBERS: Amie Patchen Andrea Aeschlimann Anne Vera-Cruz Anushree Kamath Deborah Jose Jackie DeLisi Michael Barnett Paul Madden Rajeev Rupani
resource evaluation Exhibitions
The San Diego Natural History Museum (theNAT) contracted RK&A to conduct a summative evaluation of the exhibition Extraordinary Ideas from Ordinary People: A History of Citizen Science and to explore how well the exhibition communicates an inclusive view of science. The goals for the evaluation were to explore visitors’ behaviors in the exhibition as well as understand what meanings visitors made from the exhibition, particularly with regard to how the exhibition’s messages about citizen science are resonating in the context of visitors’ science identity. RK&A conducted timing and tracking
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TEAM MEMBERS: Amanda Krantz Erin Wilcox Gemma Mangione Erica Kelly
resource research Public Programs
We asked science centers and museums to share their best pieces of advice and most important lessons learned regarding the following: 1) selecting topics and activities for out-of-school time programs, 2) partnering with afterschool providers and other community partners, 3) meeting the needs of underserved communities in out-of-school time programs, and 4) running successful camps or programs during school vacations.
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TEAM MEMBERS: Emily Schuster
resource research Public Programs
In considering the integration of technology in the classroom it is necessary to factor in the ways in which teachers design for their use. Makerspaces and their use of digitally-based rapid prototyping tools such as laser cutters and 3D printers are serving as new models for technology integration in learning environments. While there has been some research on the educational affordances of such technologies little research has been done to understand their use in the traditional classroom environment by teachers. This paper explores the design of curricular and instructional activities by
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TEAM MEMBERS: Christian McKay Tarrence Banks Scott Wallace
resource research Public Programs
In this essay, Shirin Vossoughi, Paula Hooper, and Meg Escude advance a critique of branded, culturally normative definitions of making and caution against their uncritical adoption into the educational sphere. The authors argue that the ways making and equity are conceptualized can either restrict or expand the possibility that the growing maker movement will contribute to intellectually generative and liberatory educational experiences for working-class students and students of color. After reviewing various perspectives on making as educative practice, they present a framework that treats
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TEAM MEMBERS: Shirin Vossoughi Paula Hooper Meg Escude
resource project Media and Technology
Co-led by the University of Washington and Science Gallery Dublin, this project aims to drive and transform the next generation of broadening participation efforts targeting teen-aged youth from communities historically underrepresented in STEM fields. This project investigates how out-of-school time (OST) programs that integrate epistemic practices of the arts, sciences, computer science, and other disciplines, in the context of consequential activities (such as creating radio segments, designing museum exhibitions, or building online games), can more broadly appeal to and engage youth who do not already identify as STEM learners. STEM-related skills and capacities (such as computational thinking, design, data visualizations, and digital storytelling) are key to productive and creative participation in many future civic and workplace activities, and are driving the 30 fastest-growing occupations in the US. But many new jobs will entail a hybrid blend of skills, such as programming and design skills that many students who have disengaged with academic STEM pathways may already have and would be eager to develop further. There is not currently a strong foundation of research-based evidence to guide the design, implementation, and evaluation transdisciplinary programs - in which STEM skills are embedded as tools for meaningful participation - or how such approaches relate to long-term outcomes. Hypothesizing that OST programs which effectively engage youth during their high-leverage teenage years can significantly impact youths' longer-term STEM learning trajectories, this project will involve: 1) Five 3-year studies documenting learning in different technology-rich contexts: Making Afterschool, Media Production, Museum Exhibition Design, Digital Arts Programs, and Pop-Up/Street Science Programs; 2) A 4-year longitudinal study, involving 100 youth from the above programs; 3) The creation of a number of practical measurement tools that can be used to monitor how programs are leveraging the intersections of the arts and sciences to support student engagement and learning; and 4) A Professional Development program conducted at informal science education conferences in the EU and US to engage the informal STEM field with emerging findings. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences to better understand, strengthen, and coordinate STEM engagement and learning. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments.

Transdisciplinary, equity-oriented OST programs can provide supportive social contexts in which STEM concepts and practices are taken up as the means for meaningful participation in valued activities, building students' STEM skills in ways that can propel their future academic, career, and lifelong learning choices. This project will build the knowledge base about these emerging 21st century transdisciplinary approaches to broadening participation investigating: 1) The epistemic intersections across a range of disciplines (art, science, computation, design) that operate to broaden appeal and meaningful participation for underrepresented youth; 2) How transdisciplinary activities undertaken in the context of consequential learning (e.g., producing a radio segment, designing an exhibition for the general public) can illuminate the relevance of STEM to young people's lives, concerns, and futures; and 3) How participation in such programs can propel students' longer-term life choices and STEM learning trajectories. The project is a collaboration of the University of Washington, Science Gallery Dublin, Indiana University, Youth Radio in Oakland California, Guerilla Science in New York and London, and the London School of Economics.
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