This poster presented at the 2021 NSF AISL Awardee Meeting describes the goals of a five-year CAREER AISL project that brings together researchers, educators, designers, and facilitators to investigate how families exercise their agency in museum settings, and how science center exhibits can give families greater authority as STEM learners.
The project involves 1) research studies exploring how family groups express agency through their perceptions and actions at a range of STEM exhibits; and 2) a collaborative working group made up of staff across departments at the New York Hall of
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Our overarching goal is to better understand the particulars of how and why youth co-make in life-based and STEM-rich ways with families and communities, such that we can better infrastructure community-based maker programs in support of youth learning and well-being.
This document is aimed primarily at Informal Learning (IFL) educators working with adult learners from disadvantaged and underserved communities, who wish to:
exploit the inclusive nature of Tinkering to create engaging and relevant STEM learning experiences for adult learners and their families
better understand how and why collaboration and co-design with community organisations can help develop more inclusive programming in STEM learning for adults.
It can also serve as a useful reference for community leaders and adult educators wishing to collaborate with the IFL sector
Children spend 80% of their waking hours outside of school in the community. Deep inequities exist in access to high quality informal STEM learning opportunities (museums, zoos, safe and beautiful parks). Playful Learning Landscapes (PLL) infuses playful learning opportunities into everyday community spaces where families spend time. This project represents a strength-based model for designing play spaces deeply connected to communities’ cultural assets.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
DATE:
TEAM MEMBERS:
Andres BustamanteVanessa BermudezJulie SalazarLeiny GarciaKreshnik BegolliKarlena OchoaJune AhnKathy Hirsh-PasekAnnelise PeschRigoberto RodriguezPaola Padilla
This project engages families in engineering design challenges through a sustainability and biomimicry lens. Families advance their engineering proficiencies while learning from nature to create a livable future.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Head Start on Engineering is an ongoing initiative focused on empowering families to use engineering to help their children thrive. We aspire to collaborate as equal partners with the communities we serve and inform a more equitable vision for engineering education in our society.
This poster was presented at the 2021 NSF AISL Awardee Meeting. The Guerilla Science project conducted two studies: one at the Oregon Eclipse Festival, a large multi-day residential music and arts festival, and one during the Figment festival, a cultural and family-oriented free festival on Governor’sIsland (NewYorkCity). We used a multi-method research design: trained data collectors conducted intercept interviews of various length; short written feedback forms were made available post events; and we conducted structured observations of events.We compared Guerilla Science audiences with
In July 2020, Dr. Brigid Barron and her team at Stanford University’s Graduate School of Education and the Joan Ganz Cooney Center convened a virtual workshop to mobilize a community of investigators to explore innovative methods for studying family and community learning during the pandemic. Participants included NSF RAPID-COVID grantees from Stanford University, University of Washington, and the University of Michigan.
This report summarizes the strategies and insights generated at this workshop so that they may be shared among a wider network of researchers, practitioners, funders, and
This practitioner guide summarizes lessons learned from a three-year design-based research project focused on using elements of narrative (such as characters, settings, and problem frames) to evoke empathy and support girls' engagement in engineering design practices. The guide includes a summary of the driving concepts and key research findings from this work, as well as design principles for creating narrative-based engineering activities. Six activity case studies illustrate the design principles in action, and facilitation tips and observation tools offer practical guidance in developing
Cities need to know how their cultural institutions related to each other; yet these institutions themselves struggle to understand what their niche can and should be in a city (Kloosterman, 2014). However the public often implicitly ‘knows’ the role of a particular cultural institution within an urban ecology; increasingly this knowledge is made manifest on a variety of digital apps and social media platforms (Budge, 2020; Moreno-Mendoza et al., 2020). Cultural institutions can learn from visitors and other institutions by utilizing digital apps to view area content offerings and attendance
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
Awareness of a STEM discipline is a complex construct to operationalize; a learner’s awareness of a discipline is sometimes viewed through the lens of personal identity, use of relevant discourse, or knowledge of career pathways. This research proposes defining engineering awareness through a learner’s associations with engineering practices - fundamental processes involved in engineering such as identifying criteria and constraints, testing designs, diagnosing issues and assessing goal completion. In this study, a learner’s engineering awareness was determined by examining 1) their ability to