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resource research Exhibitions
Women continue to hold less than a quarter of all STEM jobs in the United States, prompting many museums to develop programs and exhibits with the express goal of interesting young girls in scientific fields. At the same time, a number of recent museum exhibits have harnessed the popularity of pop culture and science fiction in order to interest general audiences in STEM subject matter, as well as using the exhibits as springboards to expand or shift mission goals and focus. Because science fiction appears to be successful at raising interest in STEM fields, it may be an effective way to
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TEAM MEMBERS: Samantha Robie
resource research Public Programs
The maker movement is fundamentally changing the way educators and educational researchers envision teaching and learning. This movement contends making — an active process of building, designing, and innovating with tools and materials to produce shareable artifacts — is a naturally rich and authentic learning trajectory (Martinez & Stager, 2013). Makerspaces are places where making happens in community. I craft my dissertation to explore these two defining characteristics of makerspaces through a comparative case study (Stake, 1995) and a design experiment (Brown, 1992). In the comparative
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TEAM MEMBERS: Breanne Litts
resource research Public Programs
There is a widely acknowledged, urgent need for improving and increasing science, technology, engineering and math (STEM) skills among our citizenry and students to navigate the modern world and access the opportunities it affords.  The need for a more STEM literate workforce has been discussed in respected reports such as “Rising Above the Gathering Storm” from the National Academies, and data on the workforce show clear benefits of a STEM‐related post secondary education in the current job market. This brief from the Afterschool Alliance explores the impacts and outcomes of afterschool STEM
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TEAM MEMBERS: Afterschool Alliance
resource research Media and Technology
Click! Urban Adventure Game was a mixed-reality role-playing game where girls worked in teams to solve a fictional mystery based on a real-world issue, using technology and science to conduct their investigation. In this article we describe the design of the experience and present evidence that the game increased girls’ confidence, interest, and knowledge of science and technology and helped to build a community of support and conversation-centred learning for girls. This example has implications for the design of informal learning experiences that bridge interest and identity with science and
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TEAM MEMBERS: Lauren Giarratani Anujah Parikh Betsy DiSalvo Karen Knutson Kevin Crowley
resource evaluation Media and Technology
Concord Evaluation Group (CEG), led by Dr. Christine Paulsen, was hired by WGBH to perform an evaluation of NOVA’s Making Stuff Season 2 series (MS2), website, and outreach activities. CEG also conducted a separate set of formative evaluation activities during the early stages of resource development. The findings from the formative evaluation have been delivered separately. The goal of the summative evaluation was to explore the extent to which MS2 activities were successful at achieving NOVA’s intended impacts: 1. To increase public understanding that basic research leads to technological
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TEAM MEMBERS: Concord Evaluation Group Christine Paulsen
resource project Public Programs
The UMN MRSEC conducts an ambitious and multi-faceted education and outreach program to extend the impact of the Center beyond the university, providing undergraduates, college faculty, high school teachers, and K-12 students with opportunities that augment their traditional curriculum and increase their appreciation of materials science and engineering (MS&E). Our summer research program provides high-quality research and educational experiences in MS&E to students and faculty, drawn primarily from undergraduate institutions with limited research opportunities, while placing a strong emphasis on inclusion of women and members of underrepresented groups.
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TEAM MEMBERS: Phil Engen
resource research Media and Technology
This document includes a series of six checklists—one for each of the six types of research outlined in the Common Guidelines for Education Research and Development. The Guidelines, developed by the Institute of Education Sciences at the U.S. Department of Education and the National Science Foundation, explains those agencies’ shared expectations for education research and development. The checklists, created by EvaluATE, are distillations of key points from the Guidelines. The checklists are intended to support use of the Guidelines, enabling users to quickly reference a type of research and
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TEAM MEMBERS: Evaluation Resource Center for Advanced Technological Evaluation (EvaluATE) Lori Wingate
resource project Public Programs
The Education and Outreach (EO) program is an essential part of the CRISP MRSEC located at Yale and SCSU. CRISP offers activities that promote the interdisciplinary and innovative aspects of materials science to a diverse group of participants. The objective of the program is to enhance the education of future scientists, science teachers, K-12 students, parents, and the general public. CRISP’s primary informal science activities include public lectures, family science nights, New Haven Science Fair and museum partnerships.
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TEAM MEMBERS: Yale University Connecticut State University Christine Broadbridge
resource project Public Programs
The Inner Space Center (ISC), located at the University of Rhode Island's Graduate School of Oceanography, utilizes telepresence technologies to bring oceanographic research exploration to the world in real time. The ISC serves the research community by hosting scientific parties, who remotely conduct research at sea. It also delivers a host of formal and informal science education programs, both in the ISC facility and through informal science education partner institutions
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TEAM MEMBERS: Gail Scowcroft
resource research Media and Technology
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
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TEAM MEMBERS: Oregon Museum of Science and Industry Kyrie Thompson Kellett Marilyn Johnson Marcie Benne Chris Cardiel Barry Walther Mary Soots Scott Pattison
resource research Exhibitions
Charismatic megafauna are exotically impressive creatures guaranteed to attract immediate public fascination and sympathy. Their images and life stories provide indispensable resources for keen environmental campaign groups and publicists. The expression itself – charismatic megafauna – is barely a few decades old. Part of its point is to recall and contrast the hosts of apparently less alluring beings at least as crucial and fragile, possessed of their own cultures and needs, but who instead somehow have to rely for survival and support on the easier appeal of these larger and more compelling
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TEAM MEMBERS: Simon Schaffer
resource research Exhibitions
In their 1992 essay ‘The image of objectivity’, and again in Objectivity (2007), Lorraine Daston and Peter Galison describe the development of ‘mechanical objectivity’. Nineteenth-century scientists, they argue, pursued ‘truth-to-nature’ by enlisting ‘self-registering instruments, cameras, wax molds, and a host of other devices […] with the aim of freeing images from human interference’. This emphasis on self-recording devices and the morals of machinery, important as it is, tends to focus our attention away from the often messy and convoluted means of image reproduction – by lithograph, hand
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TEAM MEMBERS: Boris Jardine