In this chapter, I offer the National Black Male College Achievement Study (NBMCAS) as an example of how to explore and better understand the enablers of minority student achievement in STEM. Methods employed in the national study are described in the next section, followed by the presentation of an anti-deficit achievement framework for research on students of color at various junctures of the STEM pipeline, from K–12 schools through doctoral degree attainment and transitions into science research and long-term industry careers. Though informed by and conceptually similar to the framework
Snow: Tiny Crystals, Global Impact is a 2,500 ft traveling exhibition about: how snow shapes and sustains life on Earth, the impacts of climate change on snow, and the importance of our collective engagement to take action. The exhibition will be installed at OMSI during winter 2021-2022 for summative evaluation and learning research.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
This project aims to formally define what a sense of belonging means in the science & natural history museum context as a way to measure inclusivity efforts. We think that most of the experiences that make up a museum visit have a relatively neutral effect on visitor sense of belonging. However, visitors may experience moments that make them feel distinctly positive or negative, and these moments that matter may influence a visitor’s STEM engagement, interest, and/or identity.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
The ChemAttitudes project recieved supplemental funding to create materials for train-the-trainer workshops in order to inoculate the chemistry outreach community with members who have the knowledge and resources to train others on strategies for stimulating interest, sense of relevance, and feelings of self-efficacy that were tested in the earlier work of the project. The project team recruited participants from minority serving professional organizations as a strategy for broadening participation. Can it work? Did it work?
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Presentation slides and narration for the NARST 2022 Annual Conference. In this presentation we summarize findings from our interviewed with undergraduate STEM majors who identify as Latine, homing in on the ways in which they characterize "STEM" and "STEM people" and their descriptions of K-12 experiences that contributed to their characterizations of these concepts.
Introducing young children to STEM is critical for cultivating early interests and understanding that ultimately contribute to broader participation in the STEM fields. However, while there is substantial research around early childhood mathematics and a growing body of literature related to early childhood science, early childhood engineering continues to be the focus of only a few studies. To address this need, we conducted a design-based research (DBR) study focused on both (b) iteratively developing and improving home-based, engineering design activities for families with preschool-age
This book chapter, which describes emotional accessibility in digital learning experiences and its relation to Universal Design, was included in the book "Inclusive Digital Interactives: Best Practices + Research" published by the Smithsonian. This chapter includes a description of the Productive Struggle project, data highlights, and information on how attending to emotions can broaden our concepts of accessibility.
This poster presents findings from a study comparing the engagement, learning, and value between virtual and physical versions of the Mystery Skulls exhibit, which were designed to elicit productive struggle. Findings showed that there were no significant differences between the two versions in terms of what participants learned and valued from the exhibit, but participants who used the virtual version had longer use times than those engaged in the physical exhibit. This poster was presented to museum professionals at the Association of Science and Technology Centers (ASTC) at a virtual
This poster shares a final version of the Productive Struggle Framework, presented to research and evaluation professionals at the Visitor Studies Association (VSA) conference in 2021. The Framework, which was created using a design-based research approach, shares strategies for designing experiences that foster productive struggle.
This guide describes the project team’s approach in designing exhibits intended to elicit “productive struggle,” which we define as an experience with three elements: 1) a learner encounters a disruptive task, phenomena, or idea and shifts into a state of disequilibrium (which might be experienced as emotions like confusion, frustration, surprise, or unease); 2) the learner is supported to persist through disequilibrium using emotional or behavioral resources (e.g., motivation, self-efficacy, problem-solving, trying again); and 3) the learner achieves an emotionally productive resolution tied
In collaboration with the Association of Science-Technology Centers (ASTC), Association of Children’s Museums (ACM) and Immersive Learning Research Network (iLRN), and with support from the National Science Foundation, the Institute for Learning Innovation will virtually bring together 4-5 dozen diverse (expertise and role, background, demographics, geography) thoughtful STEM learning professionals to collaboratively re-imagine the future of the science museum community, in particular the particularly vulnerable small to medium size science museum sector. Participants will be asked to think
Interest is a critical motivating factor shaping how children engage with STEM inside and outside of school and across their lives. In this paper, we introduce the concept of interest catalyst that emerged from longitudinal research with preschool-age children and their families as critical to the process through which each family developed unique interest pathways through their experience with a family-based informal engineering education program. As defined by the team, an interest catalyst is an instance or moment in which an element of the program (or other learning resource or experience)