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resource research Media and Technology
Bang, Warren, Rosebery, and Medin explore empirical work with students from non-dominant communities to support teaching science as a practice of inquiry and understanding, not as a “settled” set of ideas and skills to learn.
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TEAM MEMBERS: Bronwyn Bevan Kerri Wingert
resource research Public Programs
This article describes discussions about the relationship between afterschool programs and the Common Core Standards at a networking meeting sponsored by the Robert Bowne Foundation for out-of-school time (OST) providers in New York City in the fall of 2013. The meeting was entitled "Introducing the Common Core Learning Standards: What Are They? What Do We Need to Know?"
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TEAM MEMBERS: Suzanne Marten Sara Hill Anne Lawrence
resource research Public Programs
What would it be like to increase the number of youth-serving volunteers who can competently lead science, technology, engineering, and math (STEM) activities? This question guided the Inquiry in the Community project, launched in 2008. Along with Girl Scout staff colleagues and volunteers, the project created a system for embedding inquiry-based science into a youth development organization.
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TEAM MEMBERS: Stephanie Lingwood Jennifer Sorensen
resource research Public Programs
Grounded in literature on best practices in science education, this article describes a systematic and intentional approach to developing out-of-school time (OST) science curricula and professional development models. Examples from the California 4-H Science, Engineering, and Technology Initiative demonstrate promising practices in action.
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TEAM MEMBERS: Steven Worker Martin Smith
resource project Public Programs
This is a Science Learning+ planning project that will develop a plan for how to conduct a longitudinal study using existing data sources that can link participation in science-focused programming in out-of-school settings with long-range outcomes. The data for this project will ultimately come from "mining" existing data sets routinely collected by out-of-school programs in both the US and UK. 4H is the initial out-of-school provider that will participate in the project, but the project will ideally expand to include other youth-based programs, such as Girls Inc. and YMCA. During the planning grant period, the project will develop a plan for a longitudinal research study by examining informal science-related factors and outcomes including: (a) range of educational outcomes, (b) diversity and structure of learning activities, (c) links to formal education experiences and achievement measures, and (d) structure of existing informal science program data collection infrastructure. The planning period will not involve actual mining of existing data sets, but will explore the logistics regarding data collection across different informal science program, including potential metadata sets and instruments that will: (a) identify and examine data collection challenges, (b) explore the implementation of a common data management system, (c) identify informal science programs that are potential candidates for this study, (d) compare and contrast data available from the different programs and groups, and (e) optimize database management.
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resource project Media and Technology
Young people's participation in informal STEM learning activities can contribute to their academic and career achievements, but these connections are infrequently explicitly recognized or cultivated. More systemic approaches to STEM education could allow for students' experiences of formal and informal STEM learning to be aligned, coordinated, and supported across learning contexts. This Science Learning+ planning project brings together stakeholders in two digital badge systems--one in the US and one in the UK--to plan for a study to identify the specific structural features of the systems that may allow for the alignment of learning objectives across institutions. Digital badge systems may offer an inventive solution to the challenge of connecting and building on youth's STEM-related experiences in multiple learning contexts. When part of a defined system, badges could be used to represent and communicate evidence of individual learning, as well as provide youth and educators with evidence-supported indicators for other activities in the system that might be interesting or valuable. Properly designed and supported badge systems could transmit critical information within a network of informal STEM programs and schools that (1) recognize context-dependent, interest-driven learning and (2) provide opportunities to explore those interests across multiple settings. This project advances the field of informal STEM learning in two ways. First, the project documents and analyzes the processes by which two small groups of informal science education organizations and schools negotiate the meaning and value of badges, as proxies for learning objectives, and how they decide to recognize badges awarded by other institutions. This process builds capacity within the target systems while also beginning to identify the institutional, cultural, and material capacity issues that facilitate or constrain the alignment process. Second, the project conducts a pilot study with a small number of youth in the US and UK to investigate factors associated with an individual youth's likelihood of: a) identifying badges of interest; b) connecting the activities of various badge systems to each other and to non-badging institutions, such as school or industry; c) determining which badges to pursue; and d) persisting in a particular badge pathway. Findings from this pilot study will help identify institution- and individual-level factors that might be associated with advancing student interest and progression in STEM fields. Deepening and validating the understanding of those factors and their relative impact on student experiences and outcomes will be the focus of investigations in future studies.
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TEAM MEMBERS: James Diamond New York City Hive Learning Network MOUSE DigitalMe Katherine McMillan
resource project Professional Development, Conferences, and Networks
This is a Science Learning+ planning project that will develop a research plan for investigating how applying the principles of embodied cognition to the design of informal learning environments can support young children's (ages 2-6) engagement with, and understanding of, science topics and concepts. While it has been fairly well established that cognition is intertwined with the body's interaction in the physical world, the precise means of applying these ideas to the design of effective learning environments is still emerging. Experimenting with various embodied cognition activities and physical learning configurations to understand what conditions are optimal for informal learning environments for early learners is a major objective of this project. During the planning grant period, the project will identity additional practitioner/research collaborations and will develop research plans for a suite of studies to be enacted by multiple teams of informal learning practitioners and cognitive scientists across the US and UK and that will be submitted as a Phase 2 research. The primary activities of this planning period include organizing a series of workshops that bring together informal learning educators and embodied cognition researchers to engage in deep discussion and design experimentation that will inform the development and refinement of research questions, protocols, and measurement tools. These discussions will be informed by observations of young children as they interact with the River of Grass, an exhibit prototype in which principles of embodied cognition are embedded in its design. The planning period will be led by a collaborative team of informal learning practitioners and cognitive scientists from the US and UK. This group will also oversee plans for the development of a new model for informal STEM research in which a constellation of practitioner/research teams across multiple organizations investigates topics of importance to informal learning practice and research that have the potential to result in a robust body of research that informs the design of informal learning spaces.
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resource project Public Programs
Relatively little is known about how Natural History Museums (NHMs) and schools can complement one another to maximize learning among school-age learners. Nor do we fully understand the long-term benefits to learning and engagement with science that NHMs have. In this Science Learning+ project researchers in UK and US universities will work with practitioners in NHMs and school teachers in the UK and the US to address these questions. The project will (a) undertake a critical review of the published and grey literature to examine the contributions to learning and engagement that NHMs have made; (b) develop improved instruments that are common across schools, NHMs and other out-of-school settings to determine the efficacy of learning experiences; devise protocols to explore the possibility of data obtained from museum evaluations being matched with national databases, thus improving our understanding of the consequences of such experiences; (c) map the areas of science curricula (using the latest version of the science National Curriculum in England and the Common Core Standards in the US) that NHMs might most valuably address; d) through researcher-practitioner collaboration review current pedagogical approaches employed by schools and NHMs, with a view to developing and studying new practice models in Phase 2. The project will devise validated instruments (of the sort that are increasingly used in large-scale social psychology studies) and explore whether data obtained from museum visitors can be matched, both in the UK and in the US, onto external datasets (e.g. the National Pupil Database in the UK; Elementary/Secondary Information System in the US).
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TEAM MEMBERS: Michael Reiss Berry Bilingsley E. Margaret Evans Richard Kissel Menaka Munro Martin Lawrence Mary Oliver Jane Pickering Chia Shen Janet Stott Dean Veall
resource project Public Programs
From intimate science cafes to massive science festivals, the public science events sector encompasses an enormous diversity of activity involving a wide range of practitioners and target audiences. As unique as each instance of an event can be, public science events are all live, in-person programs designed to engage the public with science in a social context. This activity is already taking place on a grand scale in both the US and UK, and initial evaluations of some of these event forms have begun to demonstrate distinct beneficial impacts. Despite some significant leaps forward, there are several issues that this Science Learning+ project seeks to address: (1) insufficient connectivity and communications between many event organizers; (2) little overall tracking of event activity; (3) few comparative evaluations across different event forms; and (4) lack of shared terminology, key facts, and a coherent narrative for the role live events play in the science learning ecosystem. A landscape study, organized into a single document and simple website, is the main deliverable. This will summarize existing activity and findings related to events, and provide an overview of potentially fruitful areas for future investigation.
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TEAM MEMBERS: John Durant Ben Wiehe Bruce Lewenstein Nicola Buckley Dane Comerford Laura Fogg Rogers
resource project Public Programs
President Obama announced in April 2013 that the Corporation for National and Community Service (CNCS) would launch a STEM AmeriCorps initiative to build student interest in STEM. A RFA is currently being prepared to be released in the late fall of 2013. This project will engage in quick response research to identify an evaluation and research agenda that can begin to inform the program launch. Thus, the timeframe for informing the initial stages of STEM AmeriCorps is relatively short, and the creation of an evaluation and research agenda is very timely. The products from the RAPID proposal are: (1) a review of the evaluation and research literature on the use of volunteers and/or mentors to build students' interest in STEM; (2) to convene a workshop to identify evaluation and research priorities to guide the initiative; and (3) a summary evaluation agenda that identifies promising directions along with the strength of evidence around key issues.
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TEAM MEMBERS: Beth Gamse Alina Martinez
resource evaluation Media and Technology
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.
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TEAM MEMBERS: Boris Volkov Jean King
resource evaluation Media and Technology
The formative evaluation of Season 2 of Design Squad was performed in two parts. Part 1 included a field test conducted by American Institutes for Research in spring 2008. Part 2, conducted by Veridian inSight, included follow-up interviews with teachers whose classrooms participated in the field test. The teacher interviews were conducted in fall of 2008. This document is the Design Squad, Season 2 final evaluation report. It contains the following sections: Section 1: Highlights from the teacher interviews conducted in fall of 2008 by Veridian inSight. Section 2: Findings from the field test
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TEAM MEMBERS: Veridian inSight, LLC American Institutes for Research