Parents exert a strong influence on the development of foundational science, technology, engineering, and mathematical (STEM) skills in early childhood. This influence occurs, in large part, through playful parent-child interactions and conversations that expose children to mathematical and spatial concepts in interesting and useful ways. Prior research suggests that guided play is effective in building the STEM knowledge, reasoning, and interests of preschool children. Guided play requires adults to strategically present and scaffold STEM play in ways that support child initiative and
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TEAM MEMBERS:
Karen BiermanLynn LibenJessica MenoldMeg SmallScarlett MillerJennifer Connell
Children’s storybooks are a ubiquitous learning resource, and one with huge potential to support STEM learning. They also continue to be a primary way that children learn about the world and engage in conversations with family members, even as the use of other media and technology increases. Especially before children learn to read, storybooks create the context for in-depth learning conversations with parents and other adults, which are the central drivers of STEM learning and development more broadly at this age. Although there is a body of literature highlighting the benefits of storybooks
Parents exert a strong influence on the development of foundational science, technology, engineering, and mathematical (STEM) skills in early childhood. This influence occurs, in large part, through playful parent-child interactions and conversations that expose children to mathematical and spatial concepts in interesting and useful ways. For example, parents of preschool children are often encouraged to use puzzles, board games, and construction activities to foster children's spatial thinking and early math skills. However, mastery-oriented toys like these typically elicit highly structured interactions, with parents directing children to follow explicit step-by-step instructions and game rules. Although this kind of parent-directed play can build content knowledge in STEM, it does little to encourage the kind of intrinsically-motivated discovery, generative collaboration, and creative problem-solving skills that support STEM education and attainment. This research in service to practice project seeks to understand how parents can play with their preschool children in ways that build children's STEM skills while also supporting children's social-emotional skills. As such, this research has the potential for advancing knowledge on effective strategies for enriching informal learning opportunities in under-resourced and sparsely populated communities where access to children's museums and other informal learning institutions is limited. Over a period of three years, approximately 135 children and parents from a rural Appalachian community are expected to participate in this research, which is organized into three phases. During Phase 1, human-centered design processes will be used to develop and refine play guides and parent scaffolds that promote productive pretend play, which is characterized by joyful and creative problem-solving and rich parent/child conversations featuring mathematical and spatial concepts and reasoning. In Phase 2, measures will be developed and validated to operationalize and code this kind of productive parent-child play and play guides will be tested and refined in a local children's museum. In the final phase, a formal field test will investigate the feasibility and acceptability of outreach programming involving the use of play guides over time. Pre-, mid-, and post-intervention measures will estimate program impact on child STEM and social-emotional skill acquisition, relative to a comparison group. An expected outcome of the project will be research-based educational materials that illustrate and support pretend play in ways that generate spatial and mathematical thinking and parent/child conversations. These materials will will be made available to families and informal learning practitioners. 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. This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS:
Karen BiermanLynn LibenMeg SmallJessica Menold
PEEP and the Big Wide World/El Mundo Divertido de PEEP is a bilingual, NSF- funded public media project that uses animation, live-action videos, games, mobile apps, hands-on science activities to motivate preschool-age children to investigate the world around them. Online, PEEP extends children’s science and math learning with a mobile-friendly website that offers games, videos, and hands-on activities, as well as a collection of 15 apps. PEEP is also reaching children in preschool classrooms and family/home childcare settings via the PEEP Science Curriculum, which provides resources for a
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Using a combination of Peg + Cat, an animated math-based PBS television series for preschoolers; professional development (PD); family engagement resources; and the existing infrastructure of a regional Head Start system, this project aims to increase participating educators’ and families’ comfort and engagement with mathematics.
The animated series PEEP and the Big Wide World (PEEP), developed by WGBH Boston, is designed to teach science and math to children aged three to five years old. WGBH recently completed a total redesign of the PEEP website that was intended make the site more accessible to Spanish-speakers, more supportive of extended informal science and math exploration, and more functional for users of tablets and mobile devices. This work included:
• The transformation of PEEP into a fully dual language website via the translation of all games and website text into Spanish and the debut of a new Spanish