This paper discusses findings from the use of the Wise Guys and Gals (WGG) Observation of WGG Youth Protocol in a blended learning environment. The protocol was used to assess youth engagement when completing blended engineering design challenges at two Boys and Girls Clubs. WGG is a project funded through a grant from the National Science Foundation and which brings blended learning design challenges to middle school aged learners in informal STEM (science, technology, engineering, and mathematics) settings. This paper explores the feasibility of using the observation protocol to collect data
Education Development Center, Inc. (EDC) received a grant to develop a STEM Evaluation Community from the National Science Foundation (NSF). The primary goal of this project is to increase the capacity of evaluators to produce high quality, conceptually sound, methodologically appropriate evaluations of NSF programs and projects, specifically in the area of STEM education and outreach.
In response to a need for support for evaluation capacity, articulated by those who evaluate NSF programs and projects, the STEM Evaluation Community planned to connect evaluators across directorates
With the world in the midst of the COVID-19 pandemic, families are seeking trusted and engaging sources of scientific information to help their children understand prevention, transmission, treatment, and many other topics related to COVID-19 in an effort to ease children’s fears. The goal of our NSF-funded RAPID research study is to understand how children’s science podcasts, as well as other educational products, can provide families with information to help ease children’s worries during a pandemic by increasing children’s understanding of pandemic-related science concepts, empowering
Engaging with Tinkering is a highly stimulating and complex experience and invites rich reflections from museum practitioners and teachers. "Tinkering as an inclusive approach for building STEM identity and supporting students facing disadvantage or with low science capital” presents the reflective practice process and tools designed by the "Tinkering EU: Building Science Capital for All" project aiming to understand in more depth the potential impact of using a Tinkering approach with students facing disadvantage. Using tools specifically designed to help teachers observe their students
Playscapes are intentionally designed nature-focused play environments for young children where children learn through exploration, discovery, play and adult supported provocations. The primary objective of this ongoing research-in-service to practice project is to engage in a collaborative mixed methods study to investigate aspects of science, technology, engineering, and math (STEM) learning with regard to playscape design, teacher efficacy, children’s learning, and dosage effects. It builds upon a previous NSF Pathways study.
The goal of this poster is to showcase the usable research and
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TEAM MEMBERS:
Victoria CarrRhonda BrownHeidi KloosLeslie KochanowskiSue SchlembachCatherine Maltbie
“Not a place for me” is often one of the main reasons people choose not to visit art museums.
Such perceptions of art museums call for institutions to create wider and more diverse entry points for visitors. At the Art Institute of Chicago—envisioned by our first president as a “museum of living thought”—we seek to continually expand art historical narratives by bringing together a plurality of perspectives and voices to processes of research, scientific and creative inquiry, and to increasingly varied modes of public engagement with art. To achieve these goals we developed a multifaceted
This poster was presented at the 2019 Association of Science-Technology Centers (ASTC) Annual Conference. It describes the Move2Learn project, which studies embodied interactions during science learning in order to articulate design principles about how museum exhibits can most effectively encourage cognitive and physical engagement with science.
Providing an original framework for the study of makerspaces in a literacy context, this book bridges the scholarship of literacy studies and STEM and offers a window into the practices that makers learn and interact with. Tucker-Raymond and Gravel define and illustrate five key STEM literacies—identifying, organizing, and integrating information; creating and traversing representations; communicating with others for help and feedback during making; documenting processes; and communicating finished products—and demonstrate how these literacies intersect with making communities.
Our goal in creating this guide is to provide practitioners, organizations, researchers, and others with a “one-stop shop” for measuring nature connections. The guide is for those interested in assessing and enhancing the connections their audiences have to nature; we use the term “audience” to refer broadly to your participants or to any group you are trying to assess. The guide can help you choose an appropriate tool (for example, a survey or activity) for your needs, whether you work with young children, teenagers, or adults (see the Decision Tree on p. 14). The guide also includes 11 tools
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TEAM MEMBERS:
Gabby SalazarKristen KunkleMartha Monroe
This webinar was presented by the NSF Education and Human Research (EHR) Department to describe a current funding opportunity, the EHR Core Research (ECR) program.
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TEAM MEMBERS:
Earnestine EasterGregg SolomonJolene Jesse
The Brains On! exploratory research study was guided by three overarching research questions:
Who is the audience for Brains On! and what are their motivations for listening to children’s science podcasts?
How are Brains On! listeners using the podcast and engaging with its content?
What kinds of impacts does Brains On! have on its audiences?
These questions were answered through a three-phase mixed-methods research design. Each phase informed the next, providing additional insights into answering the research questions. Phase 1 was a review of a sample of secondary data in the