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resource project Professional Development, Conferences, and Networks
The Institute of Arctic and Alpine Research (INSTAAR) at the University of Colorado, Boulder, in collaboration with EcoArts Connections and the National Center for Atmospheric Research (NCAR), is conducting an initial planning workshop and related activities which will be the first of three stepwise convenings over the next two or three years to gather experts from the fields of natural and social sciences, arts, energy/water conservation, and related disciplines. The initiative will work to establish an operational strategy for knowledge sharing across collaborating entities, networks, and associations. The major goal is to strengthen collaboration of professionals nationally to better conceive, conduct, and evaluate projects for the public that work at the intersection of science, arts, and sustainability (environmental, social and economic). Many communities around the country have been seeking to address increasingly pressing problems about their ability to sustain the vitality, health and resilience of their regions and the lives of their residents. Bringing inter-disciplinary knowledge and skills to bear on these issues is considered to be critical. Between 24 - 32 professionals will be involved. The workshop will be conducted simultaneously in Boulder, CO and at Princeton University, with communication between the two sites. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. Intended outcomes from this first workshop include: 1) identification and preliminary mapping of successful evidence-based best practices in science-arts-sustainability collaborations 2) a strategic vision for interdisciplinary collaboration across networks; and 3) an initial framework for the dissemination of findings that can reach across disciplines. Outputs include 1) preparation of a pre-workshop briefing booklet based in part on interviews of professionals in the various disciplines; 2) a post-workshop white paper; 3) a network of experts from the participating disciplinary fields; and 4) an agenda for the second (larger) convening. The trans-disciplinary strategy promises to more efficiently and effectively bring STEM disciplines to a wider public in collaboration with the arts through sustainability topics that are place-based, targeted to, and meaningful for specific audiences.
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TEAM MEMBERS: James White Marda Kirn
resource evaluation Afterschool Programs
The Society for Science and the Public’s Advocate Grant Program provides selected Advocates with funding, resources, and information. Advocates include classroom teachers, school and district administrators, university professors, and informal science educators in community-based programs. The role of the Advocate is to support three or more underserved middle or high school students in the process of advancing from conducting a scientific research or engineering design project to entering a scientific competition. Advocates receive a stipend of $3,000; opportunities to meet and interact with
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resource project Professional Development and Workshops
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. Blind youth are generally excluded from STEM learning and careers because materials for their education are often composed for sighted individuals. In this proposed Innovations in Development project, the PIs suggest that spatial acuity is an important element in order for blind persons to understand physical and mental structures. Thus, in this investigation, efforts will be made to educated blind youth in the discipline of engineering. A total of 200 blind students, ages 12-20 along with 30 informal STEM educators will participate in the program. This effort is shared with the National Federation of the Blind, Utah State University, the Science Museum of Minnesota, and the Lifelong Learning Group.

The National Federation of the Blind, in partnership with scholars from Utah State University and educators from the Science Museum of Minnesota will develop a five-year Innovations in Development project in order to broaden the participation of blind students in STEM fields through the development of instruction and accessible tools that assess and improve the spatial ability of blind youth. The partnership with the Science Museum will facilitate the creation of informal science content for students and professional development opportunities for informal educators. Evaluation will be conducted by Lifelong Learning Group of the Columbus Center of Science and Industry. Activities will begin in year one with a week-long, engineering design program for thirty blind high-school students at the Federation of the blind headquarters in Baltimore. Year two will feature two similarly sized programs, taking place at the Science Museum. While spatial ability is linked to performance in science, research has not been pursued as to how that ability can be assessed, developed, and improved in blind youth. Further, educators are often unaware of ways to deliver science concepts to blind students in a spatially enhanced manner, and students do not know how to advocate for these accommodations, leading blind youth to abandon science directions. Literature on the influences of a community of practice on youth with disabilities, as well as nonvisual tools for experiencing engineering, is lacking. This project will advance understanding of how blind people can participate in science, and how spatial ability can be developed and bolstered through informal engineering activities and an existing community of practice.
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TEAM MEMBERS: Anil Lewis Wade Goodridge
resource project Media and Technology
Research tells us that media -- be it on television or film or in the form of radio podcasts -- are the most widely utilized and trusted sources for public science, technology, engineering, and mathematics (STEM) learning. Media narratives can shape opinions and knowledge about STEM as well as either reduce or enhance cultural biases and perceptions of STEM. However, little is known about the process by which STEM media professionals develop and assess mastery of "STEM Media," or to what extent evidence-based communication strategies and data-supported effective practices are considered and used by creators of STEM media. This conference proposal will bring together STEM professionals and media creators to determine how STEM media makers develop and assess expertise in STEM media making and articulate best practices. The goal is to promote cross-industry collaboration between media producers, STEM professionals and communication researchers in crafting evidence-based media for the public. The project will also create a 2-year STEM Media Fellows program as well as expand the Science of Communication Strand at two Jackson Hole Wildlife Film Festivals (JHWFF) and at the Science Media Awards and Summit in the Hub (SMASH) conference in 2018. The work will be led by Jackson Hole WILD, a nonprofit professional organization, in partnership with Colorado Mesa University.

The project will employ three strategies to advance effective STEM media production and product effectiveness. First, an initiative to provide professional development in Communication Science will be part of the 2017 and 2018 Jackson Hole WILD conferences to increase the attending STEM media professionals' understanding of evidence-based practices. The content will be presented through structured sessions at the conferences with recordings of the sessions made available online as well as through partner organizations. Second, the STEM Media Fellows program will recruit emerging STEM professionals who are interested in media making. The goals of the STEM Media Fellows program are to prepare these diverse STEM professionals with knowledge and skills for media development, and form collaborations among the STEM professionals and media creators. Third, in collaboration with Colorado Mesa University, the project will conduct a Delphi study to determine how mastery of STEM media making is acquired and assessed. The Delphi study will involve gathering perceptions and experiences from the world's leading STEM communicators and media makers regarding how they learned to be professionals and how they would determine the level of expertise of other STEM media makers. The results of the Delphi study will synthesize models and identify best practices that could be used to inform the STEM media industry efforts to align media production with evidence-based practices. These results will be disseminated through appropriate peer-reviewed journals, industry associations, and other outlets of research on informal science education. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Ru Mahoney Louis Nadelson Lisa Samford
resource project Public Programs
To reach its full potential in science, technology, engineering, and mathematics (STEM), the United States must continue to recruit, prepare and maintain a diverse STEM workforce. Much work has been done in this regard. Yet, underrepresentation in STEM fields persists and is especially pronounced for Hispanic STEM professionals. The Hispanic community is the youngest and fastest growing racial/ethnic group in the United States but comprises only seven percent of the STEM workforce. More evidence-based solutions and innovative approaches are required. This project endeavors to address the challenges of underrepresentation in STEM, especially among individuals of Hispanic descent, through an innovative approach. The University of San Diego will design, develop, implement, and test a multilayered STEM learning approach specific to STEM learning and workforce development in STEM fields targeting Hispanic youth. The STEM World of Work project will explore youth STEM identity through three mechanisms: (1) an assessment of their individual interests, strengths, and values, (2) exposure to an array of viable STEM careers, and (3) engagement in rigorous hands-on STEM activities. The project centers on a youth summer STEM enrichment program and a series of follow-up booster sessions delivered during the academic year in informal contexts to promote family engagement. Paramount to this work is the core focus on San Diego's Five Priority Workforce Sectors: Advanced Manufacturing, Information and Communications Technology, Clean Energy, Healthcare, and Biotech. Few, if any, existing projects in the Advancing Informal STEM learning portfolio have explored the potential connections between these five priority workforce sectors, informal STEM learning, and identity among predominately Hispanic youth and families engaged in a year-long, culturally responsive STEM learning and workforce focused program. If successful, the model could provide a template for the facilitation of similar efforts in the future.

The STEM World of Work project will use a mixed-methods, exploratory research design to better understand the variables influencing STEM learning and academic and career choices within the proposed context. The research questions will explore: (1) the impacts of the project on students' engagement, STEM identity, STEM motivation, and academic outcomes, (2) factors that moderate these outcomes, and (3) the impact the model has on influencing youths' personal goals and career choices. Data will be garnered through cross-sectional and longitudinal surveys and reflective focus groups with the students and their parents/guardians. Multivariate analysis of variance, longitudinal modeling, and qualitative analysis will be conducted to analyze and report the data. The findings will be disseminated using a variety of methods and platforms. The broader impacts of the findings and work are expected to extend well beyond the project team, graduate student mentors, project partners, and the estimated 120 middle school students and their families from the predominately Hispanic Chula Vista Community of San Diego who will be directly impacted by the project.

This exploratory pathways project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Perla Myers Vitaliy Popov Odesma Dalrymple Yaoran Li Joi Spencer
resource project Media and Technology
As part of its overall effort to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program, seeks to advance new approaches to, and evidence-based understanding of, the design and development of science, technology, engineering, and mathematics (STEM) learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. In alignment with these aims, the STEM + Digital Literacies (STEM+L) project will investigate science fiction as an effective mechanism to attract and immerse adolescents (ages 10-13) from diverse cultural backgrounds in environmental and human health content and socio-scientific issues. This work is particularly novel, as the current knowledge base is limited, and largely addresses the high school level. Therefore, the results of the proposed effort could yield important findings regarding the feasibility of this activity as an effective platform for science learning and engagement for younger students. As such, STEM+L would not only advance knowledge in the field but would also contribute to a growing AISL portfolio on digital literacy and learning.

STEM+L is an early stage Innovations in Development project that will engage thirty middle school students in out of school time experiences. Over a twenty-four-week period, students will work collaboratively in groups in-person and online with their peers and field experts to design, develop, and produce STEM content rich, multimedia science fictions. The in-person learning experiences will take place on the University of Miami campus during the summer and academic year. Culminating activities include student presentations online and at a local Science Fiction Festival. The research component will employ an iterative, design-based approach. Four research questions will be explored: (a) How do students learn science concepts and multimodal digital literacies through participating in the STEM+L Academy? (b) How do students change their views in STEM related subject matter and in pursuing STEM related careers? (c) How do students participate in the STEM+L Academy? (d) How do we best support students' participation and learning of STEM+L in face-to-face and online environments? Data collection methods include video records, student-generated artifacts, online surveys, embedded assessments, interviews, and multimodal reflections. Comparative case analysis and a mixed methods approach will be employed. A rigorous evaluation will be conducted by a critical external review board. Inclusive and innovative dissemination strategies will ensure that the results of the research and program reach a broad range of audiences including both informal and formal STEM and literacy educators and researchers, learning scientists, local communities, and policy makers through national and international conference presentations, journal publications, Web2.0 resources, and community outreach activities.
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TEAM MEMBERS: Ji Shen Blaine Smith
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This Change Makers project will establish Food Justice Ambassador corps across three cities in Massachusetts where youth will install, manage and learn the science and technology underlying hydroponics. The project takes a near-peer mentoring approach that empowers high school youth to take the lead in improving ethnic minority and low-income residents' access to healthy produce and to help educate middle school youth regarding the value of fresh produce in one's diet by learning the science of hydroponics. Youth will create story maps to visualize food accessibility in their communities. High school youth will work with their communities to establish hydroponic farms in middle school after-school settings. The food that is grown will be provided to the community through farmers' markets. Youth will share their work with a larger community of urban farmers at the Massachusetts Urban Farming Conference. This project seeks to understand the contribution on youth development by the model's three components: (1) STEM learning embedded in a social justice framework, (2) near-peer mentoring, and (3) youth purpose and career development. This will enable researchers to better understand how the project enables youth to learn STEM skills; apply them to a real life problem; learn the relevance of STEM skills for addressing personal, career aspiration, and social justice issues; develop a sense of purpose and aspirations related to STEM fields; and mentor other youth through the same process. The project will use a mixed-method, multi-site longitudinal study utilizing quantitative surveys, structural equation modeling, and qualitative interviews to study the intersections of the components of the project. As such, the study will address three key questions: 1) How do youth and mentors perceive and experience their roles as participants in the pedagogy? 2) What is the impact of the intervention on youth' sense of purpose, identity, career adaptability, work volition, critical consciousness, school engagement, STEM interests, and STEM intentionality? 3) What is the contribution of relational/mentoring and psychosocial/career adaptability aspects of the youths' contexts on their capacity to benefit from this program and to develop and sustain purpose and engagement in school and STEM? Most urban youth (and adults) have little knowledge of where their food comes from and have limited opportunities to learn how to grow produce as well as develop related skills that can lead to a career in a STEM field. This is particularly disconcerting as 55% of African Americans live inside central cities (90% in metropolitan areas) and over half of all Latino/as live in central cities (United States Census Bureau, 2011). This project entails the recruitment of low-income youth from populations underrepresented in science into a program where social justice concerns (food justice, food security) are illuminated, analyzed, and acted upon through the development of STEM knowledge and skills. Specifically, this project recognizes the potential for urban youth to become deeply knowledgeable citizens who can mobilize their STEM knowledge and skills to resolve social injustices such as food deserts. If successful, this project will provide a model that should be transferable to similar contexts to help broaden participation in STEM.
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TEAM MEMBERS: George Barnett Belle Liang David Blustein
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This project will advance knowledge in the design of interest triggers for science in immersive digital simulation learning games. When learners are interested in a topic, it can have a profound impact on the quality of their learning. Although much is known about how informal learning experiences can promote interest in STEM, much less research has addressed links between technology use and interest development. This Exploratory Pathways project will investigate (1) the impact of entertainment technology use by middle school learners on STEM interest development, (2) the design of interactive educational technologies created specifically to trigger interest in astronomy, and (3) informal learning resources for sustained interaction with STEM content over time. In particular, learners will have the opportunity to interactively explore the scientific consequences of considering alternative versions of Earth via "What if?" questions, such as "What if the earth had no moon?" or "What if the earth were twice its current size?". While using the simulations, learners will be invited to make observations and propose scientific explanations for what they see as different. Given recent discoveries of potentially habitable worlds throughout the Galaxy, such questions have high relevance to public discourse around space exploration, conditions necessary for life, and the long-term future of the human race. Studies will occur across three informal learning settings: museum exhibits, afterschool programs, and summer camps, and are driven by the following research questions: What technology-based triggers of interest have the strongest influence on interest? Which contextual factors are most important for supporting long-term interest development? And, what kinds of technology-based triggers are most effective for learners from audiences who are underrepresented in STEM? This research will result in an empirically tested approach for cultivating interest that will allow educators to leverage the "What if?" pedagogy in their own work, as well as downloadable materials suitable for use in both informal and formal learning settings.

Planned studies will identify features that are effective in triggering interest, with an emphasis on groups underrepresented in STEM, and elaborate on the importance of engaging learners in explanatory dialogues and in service of interest development. It is hypothesized that interacting in such novel ways can act as a trigger for interest in astronomy, physics, and potentially other areas of STEM. Design iterations will also investigate different forms of learning supports, such as guidance from facilitators, collaboration, and automated guidance available within the simulations, and identify how features vary with respect to learning contexts. Data collected will include interview and survey data to track interest development, measures of knowledge in astronomy and physics, and log files of simulation use to better understand how behaviors in the simulations align with stated interests. Results of the studies will advance the theoretical understanding of interest development and its relationship to interactive experiences, and will also have practical implications for the deployment of technology in informal settings by identifying features critical for triggering the interest of middle school learners. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: H Chad Lane Jorge Perez-Gallego Neil Comins
resource project Media and Technology
Lineage is a comprehensive educational media and outreach initiative that will engage individuals and families in learning about deep time and evolution, helping audiences come to newfound understandings of the connections between the past, present, and future of life on Earth. The project is a partnership between Twin Cities PBS (TPT) and the Smithsonian Institution's National Museum of Natural History and is linked to the opening of that museum's new Deep Time Fossil Hall in June 2019. The project includes a two-hour film for national broadcast on PBS, and a 20-minute short version for exhibition in science centers. The documentaries will show how scientists, using paleontology, genetics, earth science and other disciplines, can reconstruct in detail the origins of living animals like birds and elephants, revealing their ancient past as well as evidence of ecological change that can inform our understanding of Earth today. Extensive educational outreach will include the creation of "Bone Hunter," an innovative VR (Virtual Reality) game designed for family co-play that engages multiple players in the process of paleontology as they piece together a fossil in a digital lab. Bone Hunter and other collaborative educational activities will be deployed at Family Fossil Festivals that will attract multi-generational learners. One such Festival will take place at the Smithsonian Institution in Washington, D.C., while others will be based at geographically diverse institutions that serve underserved rural as well as urban communities. Lineage is a collaboration between national media producers, noted learning institutions and researchers, including Twin Cities Public Television, the Smithsonian Institution / National Museum of Natural History, Schell Games, the Institute for Learning Innovation (ILI), and Rockman et al. One of the project's primary innovations is its exploration of new learning designs for families that use cutting-edge technologies (e.g. the Bone Hunter virtual reality game) and collaborative multi-generational learning experiences that advance science knowledge and inquiry-based learning. An external research study conducted by ILI will investigate how intergenerational co-play with physical artifacts compared to virtual artifacts influences STEM (Science Technology Engineering Mathematics) learning and engagement. The findings will lead to critical strategic impacts for the field, building knowledge about ongoing innovation in the free choice learning space. The project's external evaluation will be conducted by Rockman et al and evaluative findings, as well as the educational materials derived from the project, will be widely disseminated through partnerships with professional and educator groups. Clips from the Lineage film and related learning resources will be hosted on PBS LearningMedia, so educators can incorporate these resources into their classrooms, and students and lifelong learners can explore and discover on their own. The project outcomes will have broad impact on public audiences, deepening and advancing knowledge and understanding about important scientific concepts, and promoting continued, family-based collaborative learning experiences to expand and deepen STEM knowledge. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning.
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TEAM MEMBERS: Michael Rosenfeld Sarah Goforth Amy Bolton
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. The project will use a design-based research process to research and develop an innovative theatrical game that will improve visitors' understanding of complex topics requiring conceptual change. This project will research a novel experience that helps visitors engage with difficult content in informal science education venues, uses existing exhibit and collection assets in a new way, and creates a venue for visitor engagement that requires less capitalization than a full exhibition project. For the public, this project will blend best practices from exhibit development, museum theater, and facilitation with emerging theories about game-based learning to create a novel experience that deeply engages visitors with an evolution storyline and allows them to explore the museum and interact with one another in new ways. For the field, the project will examine how theatrical games can be valuable, viable experiences in museum environments and what game mechanics and supports contribute to players' conceptual thinking. While the project's games with theatrical elements will focus on evolution, the tested strategies will provide valuable information about effective approaches for informal STEM education more broadly wherever audiences exhibit major misconceptions or discomfort with scientific ideas. The project will disseminate findings through conferences and workshops, academic reports, a research-to-practice implementation guide, and a training video about best practices for engaging the public in theatrical gaming.

The project will focus on the creation and modification of a theoretical framework that describes the content, program format, and degree of facilitation necessary to create experiences that support conceptual change in visitors' thinking about evolution--and, by extension, other complex topics. The project team and advisors will collaboratively will build varying levels of facilitation and challenge into theatrical programming that connects objects and experiences across the museum to help visitors construct a story of evolution. Project research will focus on the creation of three variants of a theatrical game to test a theoretical framework that describes the game dynamics and facilitation necessary for experiences that support conceptual shifts in visitors' understanding about evolution. This work will take place in four phases, and will be conducted by researchers at the Science Museum of Minnesota with input and review through an external evaluation process. The questions guiding the research are: (1) How, and in what ways, do game design features support conceptual shifts in evolution concepts?; (2) Do player outcomes differ in each game? If so, in what ways?; (3) What other factors (player profile, collaboration, evolution beliefs) influence player outcomes? (4) What are the best practices for facilitating the games and supporting visitors' experiences? The research will contribute to the under-studied field of participatory museum theatre experiences; broaden our understanding of the roles facilitation and gameplay have in informal learning; and help exhibit and program developers make informed choices about the potential of various exhibit components and aligned programming.
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resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal Science Learning program funds innovative research, approaches and resources for use in a variety of settings. This Exploratory Pathways project brings together scientists and science curriculum experts with field station leaders to study informal science learning at biological field stations. The objective is to understand and evaluate the unique qualities of field stations as centers of informal and enduring science learning for the non-science community. There are over 400 field stations and represent a science communication mechanism that if available to most US citizens. This project is a collaboration between Texas A&M University and Colorado State University.

Field stations typically engage in informal science learning. While there are great examples of informal learning through outreach activities at field stations, little is known about what is happening in the aggregate at these establishments. This project documents the outreach work of field stations and explores the connections between how the outreach activities engage learners, incorporate science topics, and address science learning. By creating an Outreach Ontology, a multidimensional framework around the outreach activities, this work provides a valuable resource and reference to informal science researchers who seek to understand what informal learning projects are undertaken at field stations, and how these activities fit into the broader context of informal science learning. This project will help field stations collaborate on improving informal STEM learning activities by bringing them together to discuss their efforts and by developing a publicly available, searchable database detailing their activities. A particular benefit to advancing informal STEM learning by investigating field stations is the broad range of people and communities that are involved with and affected by field station outreach activities.
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TEAM MEMBERS: Jill Zarestky Rhonda Struminger Michelle Lawing
resource project Public Programs
The Maker movement has grown considerably over the past decade, both in the USA and internationally. Several varieties of "making" have been developed, but there are still many important questions to ask and research to conduct about how different programmatic structures may relate to the potential impact Maker programs can have on individuals and communities. As part of a larger, long-range initiative in their local community, the New York Hall of Science proposes to leverage the philosophy and activities of the Maker movement to take important first steps toward realizing their eventual goal of developing family and community-wide commitment to and improvement of STEM education. The project would build both foundational and practical knowledge about how parents with little or no prior knowledge of or experience with Making choose to engage with, contribute to, and learn from Maker programming designed for families with children from low-income households and backgrounds that are under-represented in the STEM professions. The intent is to build their understanding of the value of Making as a pathway toward deeper STEM learning. The project is characterized as "high-risk with potentially high-payoff." It applies a community psychology approach (rather than individual psychology) to the study of Making, and it focuses on parents as potential learners and leaders. While some work has been done in the field with respect to the role of parents in Maker environments, this is a new approach to the study of Making and its potential influence on the broader culture of STEM learning in a community. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

Two informal learning environments will be developed and studied at the New York Hall of Science: Learning Together, a table-top, minimally staff-facilitated setting in the Hall's science library, and Family Making, a high-tech and staff-facilitated experience in the Hall's maker facility. The study poses two research questions: (1) How, and to what extent, do the Learning Together and Family Making programs attract and sustain parental engagement, parental facilitation of children's activity, and parents' own explorations of Making? (2) From a community psychology perspective, what social structures, resources, social processes, and surrounding institutional conditions support or impede these parental pathways into exploring and understanding Making as a pathway toward STEM learning? The study will involve sustained collaborations between the Hall's Maker Space staff and research team, and will seek to generate guidance about how to design Maker programming that attracts and retains low-income, under-served family groups and new knowledge about how external structures and practices shape this audiences' perceptions of and interest in Making as a mode of STEM learning.
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TEAM MEMBERS: Katherine McMillan David Wells Susan Letourneau