The Croucher Foundation recently embarked on a research study to explore informal science learning in Hong Kong. This is the first study to focus on the out-of-school ecosystem for science learning in Hong Kong. This exploratory and investigative study identified over a thousand out-of-school STEM activities that happened between June 2015 and May 2016, including courses, workshops and exhibitions available to Hong Kong school students over this twelve-month period. The study excluded tutorials and exam-orientated courses and focused instead on activities designed to encourage an interest in
From 2014-2016, Pacific Science Center continued and expanded the Science Technology Engineering and Math Out-of-School-Time (STEM-OST) program with the purpose of delivering programs to stem the summer learning loss. Specifically, the project expanded to new venues in the Puget Sound (Washington) region; modified the lessons and activities so they also served students in grades K-2; aligned the curriculum with the Next Generation Science Standards (recently adopted by the Washington State Legislature) and increased the number of Family Science Days and Family Science Workshops offered to
Pacific Science Center will expand its Science, Technology, Engineering and Math—Out-of-School Time (STEM-OST) model to new venues in the Puget Sound region to improve science literacy and increase interest in STEM careers for youth. STEM-OST brings hands-on lessons and activities in physics, engineering, astronomy, mathematics, geology, and health to elementary and middle school children in underserved communities throughout the summer months. The center will modify lessons and activities to serve students in grades K-2, align the curriculum with the Next Generation Science Standards, and increase the number of Family Science Days and Family Science Workshops offered to enhance parent involvement in STEM learning. The program will employ a tiered mentoring approach with outreach educators, teens, and education volunteers to increase interest in STEM content and provide direct links between STEM and workforce preparedness.
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) is conducting regional STEM workshops in partnership with local science museums, entitled NFB STEM2U, for blind youth [youth], grades 3 – 6 and 9-12. During this second regional workshop in Boston, the NFB operated two different programs simultaneously: one program for youth, and a second program for their parents/caregivers. A third program, for Boston Museum of Science staff, was conducted earlier to prepare the museum staff to assist with the youth program. A separate report will discuss the
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) is conducting regional STEM workshops in partnership with local science museums, entitled NFB STEM2U, for blind youth [youth], grades 3 – 6 and 9-12. During the third regional workshop in Columbus, Ohio, the NFB operated two different programs simultaneously: one program for youth, and a second program for their parents/caregivers. A third program, for COSI (science center) staff, was conducted earlier to prepare the museum staff to assist with the youth program. A separate report will discuss
Iridescent is a not-for-profit company that develops and implements informal science and engineering experiences for students by facilitating the translation of the work that scientists and engineers do in a way that makes that work accessible to families. The proposal expands the Iridescent outreach activities funded by the Office of Naval Research, to provide a blended combination of in-person and online support to the families of underrepresented populations. The project is producing twenty videos of scientists and engineers presenting their research that are closely aligned with one hundred scientific inquiry and engineering design-based experiments and lesson plans. These digital resources, collectively called the Curiosity Machine, provide opportunities for parents and children to engage in scientific inquiry and engineering design in multiple face-to-face and online environments, including mobile technologies. The evaluation findings from this project provide a model of how to engage STEM education practitioners, teachers and online communities, to substantively connect underserved communities, in both informal and more formal learning environments to develop experiences with engineering design and to improve students' perspectives about and motivations to prepare for STEM careers. The Curiosity Machine portal is designed to present scientists and engineers explaining the work that they do in a way that makes it accessible to parents and students. Iridescent is working at three sites across the country in South Los Angeles, the South Bronx in New York City, and San Francisco. Students and their families have multiple access points to the science and engineering videos and materials through after school activities, Family Science Nights and summer camps. The project is piloting the use of electronic badges, similar to those offered in the Boy and Girl Scouts as a mechanism to enhance the engagement and persistence of students in the online activities. The project is developing ways to evaluate student engagement and performance through the analysis of the products that students submit online in response to particular science and engineering challenges. Students can also gain extra credit at school for their participation in the Curiosity Machine activities. The materials that the Curiosity Machine activities and challenges use are those that are commonly available to families, and the project provides access to mobile technology to facilitate participation by families. Student access to out of school science and engineering experiences is limited by the resources in terms of time and availability science centers have available. This project develops the resources and tools to bridge the in-school and out of school activities for students through the use of videos and online participation in ways that expand the opportunity of students from underserved populations to continue to engage in substantive science and engineering experiences beyond what they might get during an intermittent visit to a science center. The research and evaluation that is part of this study provides information about how new forms of extrinsic motivation might be used to support student engagement and persistence in learning about science and engineering.
This evaluation reports on the Mission: Solar System project, a 2-year project funded by NASA. The goal of the Mission: Solar System was to create a collection of resources that integrates digital media with hands-on science and engineering activities to support kids’ exploration in formal and informal education settings. Our goal in creating the resources were: For youth: (1) Provide opportunities to use science, technology, engineering, and math to solve challenges related to exploring our solar system, (2) Build and hone critical thinking, problem-solving, and design process skills, (3)
Parents and children are rapidly adopting mobile technologies, yet designs for mobile devices that serve a communication function to connect parents to children's out-of-school time activities are limited. As a result, our team designed the Digital Postcard Maker so that children attending summer camps can create digital photographs to send home to their parents. These digital postcards help to connect children's home life with out-of-school learning experiences and also support 21st Century Skills' media literacy practices. The research design included two iterations of a design-based
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TEAM MEMBERS:
Heather ZimmermanChristopher GamratSimon Hooper
Backyard Mystery is an NSF-funded curriculum, focused on diseases, pathogens and careers, using interactive paper and physical activities. Content is for middle school participants in afterschool settings, like 4-H and other similar venues. The curriculum engages student interest in genetics and genomics and in the bioSTEM workforce. The curriculum storyline is placed in a familiar setting to students--the backyard--and explores fungi, bacteria, viruses and parasites in a way that is engaging fun and informative. It can be tailored to specific audiences, e.g. participants interested in animal science will gain from focusing on the parasite panel. The curriculum is available in two forms: a combined lesson that brings all of the elements together in one session and another in which the content is broken out into three separate lessons. We would like to share this curriculum with facilitators and educators for both out-of-school time and classroom settings. It is available electronically and free to use. We only ask for users to complete a brief survey to give us feedback, which is helpful for NSF.
The Oregon Museum of Science and Industry (OMSI), in partnership with the Native American Youth Association (NAYA), Intel Oregon, the National Park Service, and National Oceanic and Atmospheric Administration, will the expand the existing Salmon Camp Research Team (SCRT), a youth-based ITEST project targeting Native American and Alaskan Native youth in middle and high school. SCRT uses natural resource management as a theme to integrate science and technology and provide students with opportunities to explore local ecosystems, access traditional American Indian/Native Alaskan knowledge, and work closely with researchers and natural resource professionals. The project is designed to spark and sustain the interest of youth in STEM and IT careers, provide opportunities to use IT to solve real world problems, and promote an understanding of the complementary nature of western and native science. The original SCRT project included summer residential programs, spring field experiences, weekend enrichment sessions, parental involvement, college preparatory support, and internship placement. The renewal will increase the IT content for participants by adding an afterschool component, provide opportunities for greater parental involvement, enhance the project website, and develop a SCRT toolkit. Students are exposed to a variety of technologies and software including Trimble GeoExplorer XM GPS units, PDAs with Bluetooth GPS antennae, YSI Multi-Probe Water Quality Field Meters, GPS Pathfinder, ArcMap, ArcPad, Terrasync, and FishXing. It is anticipated that this project will serve 500 students in Oregon, Washington, California, Idaho, Montana, and Alaska, proving them with over 132 contact hours.
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TEAM MEMBERS:
Travis Southworth-NeumeyerSteven TritzDaniel CalvertNicole Croft
This proposal, the "Dan River Information Technology Academy (DRITA)," is a request for a three-year program for high school students from underserved populations who are interested in pursuing IT or STEM careers. The overall goal of DRITA is to provide opportunities for promising African American or Hispanic youth to (1) develop solid Information Technology skills and (2) acquire the background and encouragement needed to enable them to pursue higher education in STEM fields, including IT itself and other fields in which advanced IT knowledge is needed. A total of 96 students will be recruited over the course of the three years. Each DRITA participant will receive 500 hours of project-based content. The project includes both school-year modules and a major summer component. Delivery components will include a basic IT skills orientation; content courses in areas such as animation, virtual environment modeling, advanced networking, programming, GIS, robotics, and gaming design; externships; a professional conference/trade show "simulation," and college/career counseling. Parent involvement is an integral part of the program and includes opportunities for parents to learn from participants, joint college visits, and information sessions and individual assistance in the college admission process.
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TEAM MEMBERS:
Julie BrownElizabeth NilsenMaurice Ferrell
In 2006, the Institute for Advanced Learning and Research (IALR) received a three-year grant from the National Science Foundation's Information/Innovative Technology Experiences for Students and Teachers (ITEST) division to create the Dan River Information Technology Academy (DRITA) for under-served high school students in rural Virginia. The only program of its kind in Southern Virginia, the program was designed to provide participating students with competencies in information technology (IT) and workforce skills. In addition, the program seeks to encourage students to graduate from high
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TEAM MEMBERS:
Irene GoodmanLorraine DeanMiriam KochmanHelena PylvainenColleen ManningKaren PetermanInstitute of Advanced Learning and Research