But many young people face signifcant economic, cultural, historical, and/or social obstacles that distance them from STEM as a meaningful or viable option— these range from under-resourced schools, race- and gender-based discrimination, to the dominant cultural norms of STEM professions or the historical uses of STEM to oppress or disadvantage socio-economically marginalized communities (Philip and Azevedo 2017). As a result, participation in STEM-organized hobby groups, academic programs, and professions remains low among many racial, ethnic, and gender groups (Dawson 2017). One solution to
In partnership with the Digital NEST, students engage in near to peer learning with a technical tool for the benefit of a nonprofit that tackles issues the youth are passionate about. Youth build first from an 'internal’ Impactathon, to planning and developing an additional Impactathon for a local partner and then traveling to another partner elsewhere in the state. Participants range from 14 to 24 from UC Santa Cruz students to middle schoolers from Watsonville and Salinas.
This poster was presented at the 2019 AISL Principal Investigators Meeting.
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
Out-of-school settings promise to broaden participation in science to groups that are often left out of school-based opportunities. Increasing such involvement is premised on the notion that science is intricately tied to “the social, material, and personal well-being” of individuals, groups, and nations—indicators and aspirations that are deeply linked with understandings of equity, justice, and democracy. In this essay, the authors argue that dehistoricized and depoliticized meanings of equity, and the accompanying assumptions and goals of equity-oriented research and practice, threaten to
This Science Learning+ project will develop a Youth Access & Equity Research & Practice Agenda, focusing on addressing equity issues for youth, ages 11-14, primarily from non-dominant backgrounds. The project will involve researchers and practitioners from three ISL settings/contexts, (1) Designed spaces, e.g., museums; (2) Community-based, e.g., afterschool clubs; and (3) Everyday science, e.g., science media. The goal of the agenda will be to advance scholarly understanding of equity issues in relation to these three contexts. Taking an ecological view of STEM learning as a sociocultural process of participation and transformation, the project will employ a Complex Adaptive System lens to document multiple pathways youth take (or not) within/across ISL settings over time, the impact these pathways have on learning and development, and their influence on ISL organizations themselves. These lenses will help us identify aspects of learning environments which shape youth access and development, and the value and impact of the equity ideas, tools and practices.
This technical report summarizes the statistical analyses used to determine how well the Measuring Activation (MA) instrument developed through the Science Learning Activation Lab project gathers appropriate information about the five dimensions of activation. The MA instrument was designed to evaluate the impact of science-learning programs and experiences on activation, and contains a series of survey items organized around five identified dimensions of activation. The five dimensions of activation are: fascination, values, perceived autonomy, competency beliefs, and scientific sensemaking.
The Salmon Camp Research Team (SCRT) project was created to address the under-representation of Native Americans in information technology (IT) and IT-intensive professions in science, technology, engineering, and mathematics (STEM). The Oregon Museum of Science and Industry (OMSI) is partnering with the Native American Youth and Family Association (NAYA) under the renewed National Science Foundation (NSF) funding to strengthen community involvement and work directly with students year round. An SCRT program website is under development with program information and a social networking page
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Phyllis AultOregon Museum of Science and Industry
This Pathways Project connects rural, underserved youth and families in Eastern Washington and Northern Idaho to STEM concepts important in sustainable building design. The project is a collaboration of the Palouse Discovery Science Center (Pullman, WA), Washington State University and University of Idaho, working in partnership with rural community organizations and businesses. The deliverables include: 1) interactive exhibit prototype activities, 2) a team cooperative learning problem-solving challenge, and (3) take-home materials to encourage participants to use what they have learned to investigate ways to make their homes more energy-efficient and sustainable. The project introduces youth and families to the traditionally difficult physics concept of thermal energy, particularly as it relates to sustainable building design. Participants explore how building materials and their properties can be used to control all three types of heat transfer: conduction, convection, and radiation. The interactive exhibit prototypes are coupled with an Energy Efficient Engineering Challenge in which participants, working in cooperative learning teams, use information learned from the exhibit prototype activities to retrofit a model house, improving its energy efficiency. The project components are piloted at the Palouse Discovery Science Center, and then travel to three underserved rural/tribal communities in Northern Idaho and Eastern Washington. Front-end and formative evaluation studies will demonstrate whether this model advances participant understanding of and interest in STEM topics and careers. The project will yield information about ways that other ISE practitioners can effectively incorporate cooperative learning strategies in informal settings to improve the transferability of knowledge gained from exhibits to real-world problem-solving challenges, especially for rural and underserved audiences. This project will also provide the ISE field with: 1) a model for increasing the capacity of small, rural science centers to form collaborative regional networks that draw on previously unused resources in their communities and provide more effective outreach to the underrepresented populations they serve, and 2) a model for coupling cooperative learning with outreach exhibits, providing richer experiences of active engagement.
WGBH is producing Seasons II and III of ZOOM, a television series featuring kids that gives viewers in the 8- to 11-year-old range a chance to explore, experiment, and share their creativity with the world. Each season would consist of 40, daily, half-hour shows -- each including a number of science and/or mathematics segments. A unique aspect of ZOOM is that every idea and activity on the show comes from a child who writes or e-mails the show and who is credited on-air for his or her contribution. Production staff and a working group of advisors with expertise in science and math education take these raw ideas and develop them into program segments and outreach projects designed to encourage "habits of mind" -- a set of problem-solving skills and dispositions toward science and math that has been developed in concert with the advisors. Three over-arching science and math-based themes also guide the way science and math are presented over the course of a season. Outreach for Seasons II and III will build on the solid base of outreach developed for Season I, and will consist of: ZOOMerang: Every child who communicates with ZOOM will get something back such as a compilation of science and math activities, jokes, poems, recipes and a series update. ClubZOOM: A set of standards-based science and math activities will be developed along with guidance for how to create after-school clubs. This effort will be pilot tested at 20 sites. ZOOMzones: These are areas in science-technology centers and museums that are devoted to ZOOM and include opportunities for youth and families to interact with science and math content featured on ZOOM. Ten pilot ZOOMzone sites were developed for Season I (from 80 applications). The number of ZOOMzones will be increased and continuing support will be offered to existing sites during Seasons II and III. ZOOMdays: During Season III, WGBH will develop ZOOMdays at shopping malls to reach youth who may not have access to ZOOMzones or ClubZOOM. ZOOMweb site: This web site provides an outreach extension to the TV series by collecting and sharing submissions; illustrating and producing science and math activities; creating a ZOOM community; providing research links to other sites; and aiding adults who are interested in furthering ZOOM's science and math activities in their homes, classrooms, museums and after-school programs.
Building Demand for Math Literacy is a comprehensive project designed to increase arithmetic and algebraic mathematical competency among underserved youth, as well as high school and college students trained as Math Literacy Workers. This project builds on the success of the nationally renowned Algebra Project that is designed to foster mathematics achievement among inner city youth. Math Literacy Workers will deliver after school activities to African-American and Hispanic youth in grades 3-6. In addition to offering weekly math literacy workshops, Math Literacy Workers will also develop and implement Community Events for Mathematics Literacy and activities for families in the following cities: Boston, MA; Chicago, IL; Jackson, MS; Miami, FL; Yuma, AZ; New Orleans, LA; San Francisco, CA and Newark, DE. The strategic impact will be demonstrated in the knowledge gained about the impact of diverse learning environments on mathematics literacy, effective strategies for family support of math learning, and the impact of culturally relevant software. Collaborators include the Algebra Project, the TIZ Media Foundation, and the Illinois Institute of Technology, as well as a host of community-based and educational partners. The project deliverables consist of a corps of trained Math Literacy Workers, workshops for youth, training materials and multimedia learning modules. It is anticipated this project will impact over 4,000 youth in grades 3-6, 700 high school and college students, and almost 4,000 family and community participants.
WGBH is conducting preliminary work on an untested and novel idea for a new multimedia project, EGames. The target audience for the project is children ages 9-12. The project envisions a 13-part television series which combines the appeal of a game show with the drama of real-world challenges to engender enthusiasm and promote understanding of engineering in kids nationwide. The television programs will be complemented with materials and training for engineers to mount EGames events in public venues and run workshops in schools, afterschool programs and libraries, and an extensive companion website. During the research phase, WGBH will convene a Content Advisory Board which would include professional engineers, curriculum developers, classroom teachers, professors of engineering and informal educators, and a Funding Advisory Board. They will also write the series curriculum, design the game, develop outreach, Web, and evaluation plans, and develop and test a sample engineering challenge with a group of contestants to work out logistic and production questions. This will inform the next stage of project development. Note: This project led to the series "FETCH! With Ruff Ruffman."