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resource research Media and Technology
Organizations, institutions, or initiatives often do not engage these influential adults as effectively as they might, nor are they always sensitive to the perspectives, needs, and expertise that caregivers bring to the activities in which their children participate. STEM educators and science communicators can better support youth when they effectively engage parents in relevant aspects of the work by considering whether parents are part of the intended audience and if so, how they can participate. About this resource: This is a practice brief produced by CAISE's Broadening
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TEAM MEMBERS: Dale McCreedy Micaela Balzer Bhaskar Upadhyay Center for Advancement of Informal Science Education (CAISE)
resource research Media and Technology
Many communities are adopting a “STEM learning ecosystem” approach to identify and map those settings and time frames, to enrich and reinforce opportunities within them, and to broaden participation in STEM. Science communicators and STEM educators can increase the relevance and inclusiveness of their programs by making explicit connections between the programs they offer and additional or ongoing opportunities learners can pursue in the local STEM learning ecosystem. About this resource: This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help
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TEAM MEMBERS: Bronwyn Bevan Cecilia Garibay Sunshine Menezes
resource research Media and Technology
Science communication that connects STEM-based professionals with various publics are often designed and implemented with a range of multiple outcomes in mind which can influence the effectiveness of engagement efforts. Scientists, science communicators, and STEM professionals can be more effective at engaging diverse audiences if they align their engagement strategies with their communication goals and target audience. About this resource: This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help informal STEM education (ISE) and science
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TEAM MEMBERS: Jameela Jafri Danielle Watt Rabiah Mayas Sunshine Menezes Olivia Ambrogio James Bell Tony Streit
resource research Media and Technology
The varied and diverse ways in which people engage with STEM are often not acknowledged due to the historical representation of STEM in school, industry, and society. These cultural models of “who does STEM” discourage many who don’t identify as male and/ or white, or who don’t see themselves as highly intelligent, from choosing or identifying with STEM. To broaden participation, the field needs to define STEM more comprehensively so that people can recognize the ways they already engage in, use, and contribute to STEM disciplines, even if they don’t conform to cultural stereotypes associated
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TEAM MEMBERS: Melissa Ballard Marc Lesser Christine Reich Bruno Takahashi
resource research Media and Technology
When everybody engaging in STEM is expected to adhere to dominant cultural norms established by the populations that have historically participated in and institutionalized STEM—that is, male, white, western, and privileged, some may feel like outsiders, even though others will find them familiar and comfortable. This can shape perceptions about who has expertise and/or belongs in STEM fields. STEM programs and science representations must encourage and support participation by leveraging audiences' personal experiences and cultural practices. About this resource: This is a practice
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TEAM MEMBERS: Angela Calabrese Barton Sunshine Menezes Rabiah Mayas Olivia Ambrogio Melissa Ballard
resource research Media and Technology
Science communicators and educators need strategies to account for the differences in ways that learners build on prior knowledge and experiences, and position these differences as strengths, rather than as weaknesses. Science communicators and STEM educators can more effectively engage their audiences by applying asset-based approaches in their activities and strategies. About this resource: This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help informal STEM education (ISE) and science communication groups reflect on and strengthen their
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TEAM MEMBERS: Raychelle Burks Sunshine Menezes Center for Advancement of Informal Science Education (CAISE)
resource research Media and Technology
Though many communities are now undertaking collective efforts to transform who participates in science, technology, engineering, and math (STEM), the informal science education and science communication sectors are largely peripheral to these initiatives. A task force assembled by the Center for the Advancement of Informal STEM Education (CAISE) spent 18 months examining how the public engagement with STEM sector typically presents and represents STEM, and deliberated on whether or not it does so in truly inclusive ways that can contribute to efforts to broaden participation. In this
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resource research Media and Technology
To help informal STEM education (ISE) and science communication groups reflect on and strengthen their efforts to broaden participation in STEM, CAISE’s Broadening Participation in STEM Task Force developed a suite of professional development tools. If you are a staff leader or trainer working on broadening participation, these resources can help support your work. You can use them to plan and lead reflective discussions about current practices, with an eye to developing goals, strategies, and priorities that can make your ISE and science communication work more inclusive. Toolkit
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resource research Media and Technology
“Reclaiming Digital Futures” is a free guide and associated website for youth organizations to use as they integrate digital learning into their programming and practices. The report is available at DigitalLearningPractices.org. The report and the associated DigitalLearningPractices.org site contain a cross-section of resources to aid organizations and educators in developing quality programming that integrate technology and youth development. Rather than focusing on efforts to help youth become fluent and skilled in uses of technology simply for the sake of meeting predetermined standards
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TEAM MEMBERS: Rafi Santo June Ahn Juan Pablo Sarmiento
resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource research Media and Technology
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
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TEAM MEMBERS: Aaron Price Katherine Gean Claire Christensen Elham Beheshti Bryn Pernot Gloria Segovia Halcyon Person Steven Beasley Patricia Ward
resource research Media and Technology
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.
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