This RAPID award is made by the AISL program in the Division of Research on Learning in the Directorate for Education and Human Resources, using funds from the Coronavirus Aid, Relief, and Economic Security (CARES) Act. COVID-19 presents a national threat to the health of children and families, presenting serious implications for the mental and physical health of children. This project addresses two critical aspects of the impact on COVID-19 on families: (a) the large-scale shift to at-home learning based on nationwide school closures and (b) the critical need for families to understand the basic science of virus transmission and prevention. To address these needs, the project team will develop a series of STEM activities for families with children in grades K-6 that make use of items readily available in most households. The activities help children and their families learn about viruses, virus transmission, and virus prevention while also developing other STEM-skills, particularly related to engineering design. Importantly, the project team also considers the emotional well-being of children and families during the disruption of the COVID-19 pandemic. Led by researchers from Indiana University and Binghamton University, and experts in educational resource development from Science Friday (a non-profit organization dedicated to increasing the public's access to science and scientific information through podcasts, digital videos, original web articles, and educational resources for teachers and informal educators) the project is further supported by partnerships with the New York Hall of Science, Amazeum (AR), the Gulf of Maine Research Institute (ME), The Tech Museum of Innovation (CA), the Indiana State Museum, and Kopernik Observatory Science Center (NY). The activities will be shared with families through live-streamed web sessions that introduce the activity, give tips to adults for facilitation, share a bit on related STEM careers and engage the audience in dialog about the activity and their current experiences. Versions of the sessions that are recorded will be edited and include closed-captioning and subtitles in multiple languages before being posted on platforms such as YouTube.
This project uses a design-based research approach to investigate strategies for enabling families to actively engage with STEM while home and away from their traditional institutions during a period of crisis. The research components focus on:
Engagement: How do families engage in the activity tasks, in terms of processes, practices, and use of resources? Who participated, why did they choose to participate and how did they engage (including modification of activities)? What barriers prevented interested families from completing activities?
Impact: How did the activities change participants? feelings of: a) efficacy around STEM and b) connectedness/ isolation, during extended school closures?
The Activities: Which activities had the greatest uptake? How many activity ideas were submitted by those outside of the team? What was the age/content focus of each of these activities?
The researchers will analyze social media data (including data on resource downloads and use of tracked links, YouTube and Facebook views, comment threads during livestreams and Likes/Shares/Follows across social media sites) to refine and improve the activities and programming as well as learn about the ways families are engaging in the activities. The researchers will solicit survey responses from website visitors to gather more information on participants, why they participated, how they engaged and how the activities impacted participants? efficacy around STEM and their feelings of connectedness or isolation. The researchers will also ask participants to submit images, videos and text that describes what they are making and their process along the way. Analysis of this data would lead to insights on how children and families use STEM language and practices; how children and families ask questions and use COVID-19-related and other information as part of their design work; and how ideas are formed, shaped and refined as families engage in design and making. While the project focuses on a unique opportunity to collect data on family STEM engagement as families respond to disruptions from the COVID-19 pandemic, this project and its findings will provide a knowledge base that can be utilized to inform future responses to national emergencies, other work aimed at promoting family learning at home, and approaches to supporting children in open-ended problem solving.
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.
Portal to the Public (PoP) has been operated with considerable funding from the National Science Foundation since 2007 under the leadership of Pacific Science Center (PSC). The program uses a particular model to train and support science-based professionals (“scientists”) in outreach and engagement activities, based on the premise that scientists should engage directly and through materials-rich hands-on activities with family audiences, based on a basic understanding on how people learn, and how to engage audiences in discovery-based learning. Furthermore, the model assumes that scientists
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:
Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.
Linked to these objectives were three project goals:
Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]
The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.
Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.
Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.
Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS:
Deb DunkhaseKristen MissallBenjamin DeVane
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project that uses the living laboratory model of informal cognitive science education to establish additional museum hubs.
The Review of NISE Network Evaluation Findings: Years 1-5 seeks to investigate the work of the NISE Network since its inception in 2005 and provide an overarching summary of NISE Net Public Impacts evaluation efforts to the NISE Network and the broader ISE field. This Review is divided into six chapters, representing the following themes: Connecting ISE Professionals with Nano Informal Science Education; Connecting University-Affiliated Individuals with Nano Informal Science Education;Engaging the Public in Learning about Nano through NISE Network Educational Products;Engaging the Public with
Boston's Museum of Science (MOS), with Harvard as its university research partner, is extending, disseminating, and further evaluating their NSF-funded (DRL-0714706) Living Laboratory model of informal cognitive science education. In this model, early-childhood researchers have both conducted research in the MOS Discovery Center for young children and interacted with visitors during the museum's operating hours about what their research is finding about child development and cognition. Several methods of interacting with adult visitors were designed and evaluated, including the use of "research toys" as exhibits and interpretation materials. Summative evaluation of the original work indicated positive outcomes on all targeted audiences - adults with young children, museum educators, and researchers. The project is now broadening the implementation of the model by establishing three additional museum Hub Sites, each with university partners - Maryland Science Center (with Johns Hopkins), Madison Children's Museum (with University of Wisconsin, Madison), and Oregon Museum of Science and Industry (with Lewis & Clark College). The audiences continue to include researchers (including graduate and undergraduate students); museum educators; and adults with children visiting the museums. Deliverables consist of: (1) establishment of the Living Lab model at the Hub sites and continued improvement of the MOS site, (2) a virtual Hub portal for the four sites and others around the country, (3) tool-kit resources for both museums and scientists, and (4) professional symposia at all sites. Intended outcomes are: (1) improve museum educators' and museum visiting adults' understanding of cognitive/developmental psychology and research and its application to raising their children, (2) improve researchers' ability to communicate with the public and to conduct their research at the museums, and (3) increase interest in, knowledge about, and application of this model throughout the museum community and grow a network of such collaborations.
Community Ambassadors in Science Exploration (CASE) is a new model for encouraging the appreciation and understanding of science among underserved families through: a corps of teen and adult peer presenters; a curriculum of hands-on learning experiences for families of diverse ages and backgrounds; a regional network of museum-community collaboration; integration of community and museum resources through joint programming; and a longitudinal research study of program impacts. CASE will serve over 20,000 people over three years with peer-presented family learning opportunities and museum experiences. In addition, CASE will train a total of 108 science ambassadors who will offer science workshops at community-based organizations in the languages spoken by their constituencies. Through CASE, the ambassadors will gain training and experience in informal science education that can open the door to possible future career opportunities in community and museum settings. Building on a ten-year history of museum-community collaboration, CASE will be conducted by PISEC, the Philadelphia/Camden Informal Science Education Collaborative. PISEC includes four major Philadelphia informal science institutions: The Franklin Institute, the Philadelphia Zoo, The Academy of Natural Sciences and The New Jersey State Aquarium. This organization conducts research and outreach projects in support of family science learning.
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TEAM MEMBERS:
Minda BorunKathleen WagnerAngela WengnerNaomi Echental
The MIT Media Laboratory, in collaboration with six museums, will develop the "Playful Invention and Exploration (PIE) Network," with the goal of engaging a broader audience in science inquiry and engineering by enabling more people to create, invent and explore with new digital technologies. PIE museums will integrate the latest MIT technologies and educational research into their ongoing public programs. The museums will organize MindFest events, modeled after a two-day event at MIT in 1999, at which youth, educators, artists, engineers, hobbyists and researchers came together to collaborate on invention projects. The PIE Network will disseminate PIE ideas and activities to educators and families nationally.
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TEAM MEMBERS:
Mitchel ResnickNatalie RuskBakhtiar MikhakMike PetrichKaren Wilkinson