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resource research Media and Technology
This paper explores the possibilities and challenges simulations pose for informal science education, focusing on three crucial opportunities: (1) Diversity of contexts, goals, and methods, (2) "Outside the box," and (3) Interest-driven, individualized learning. The paper provides an overview of games and games research, followed by an examination of informal learning environments and learning across contexts.
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TEAM MEMBERS: Kurt Squire Nathan Patterson
resource evaluation Public Programs
Providence Children’s Museum was tasked with examining how children demonstrate their learning and thinking through their play at the museum, and how exhibit activities and resources can be designed to build awareness of these learning processes among children’s caregivers and museum educators. The project team created a set of resources, including an exhibit space called Mind Lab, a Circuit Block activity, and an Observation Tool for caregivers that highlighted different types of behaviors associated with learning that happens naturally while children play. Rockman et al conducted a summative
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resource project Public Programs
In late 2012, Providence Children’s Museum began a major three-year research project in collaboration with The Causality and Mind Lab at Brown University, funded by a grant from the National Science Foundation (1223777). Researchers at Brown examined how children develop scientific thinking skills and understand their own learning processes. The Museum examined what caregivers and informal educators understand about learning through play in its exhibits and how to support children’s metacognition – the ability to notice and reflect on their own thinking – and adults’ awareness and appreciation of kids’ thinking and learning through play. Drawing from fields like developmental psychology, informal education and museum visitor studies, the Museum’s exhibits team looked for indicators of children’s learning through play and interviewed parents and caregivers about what they noticed children doing in the exhibits, asking them to reflect on their children’s thinking. Based on the findings, the research team developed and tested new tools and activities to encourage caregivers to notice and appreciate the learning that takes place through play.
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TEAM MEMBERS: Robin Meisner David Sobel Susan Letourneau Jessica Neuwirth Valerie Haggerty-Silva Chris Sancomb Camellia Sanford-Dolly Claire Quimby
resource research Public Programs
This paper introduces an ongoing research project on the use of electronics workshops in engaging underprivileged Latino middle and high school students in STEM – Science, Technology, Engineering and Mathematics. The project focuses on the practice of circuit bending – taking apart and creatively manipulating the circuits of children's toys to produce novel sound output. The main goal of the project is to design, develop and test curricula and materials that inspire learning in adolescents. Second hand, discarded or low cost electronics are used in the workshops as a low cost platform for
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TEAM MEMBERS: Garnet Hertz Gillian Hayes Amelia Guimarin
resource research Public Programs
The Art of Science Learning Project (AoSL) is a National Science Foundation (NSF)-funded initiative, founded and directed by Harvey Seifter, that uses the arts to spark creativity in science education and the development of an innovative 21st century STEM workforce. This research was guided by three main hypotheses: (1) Arts-based innovation training, compared to traditional innovation training, improves an individuals creative thinking skills including critical thinking, divergent thinking, problem identification, convergent thinking and problem solving; (2) Arts-based innovation training
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resource project Public Programs
A county-wide public engagement event series occurring quarterly that sends pairs of scientists out into public gathering spaces such as bars, coffeehouses, libraries, and laundromats to have casual conversations with local residents about ocean research and science in general or just life in the community.
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resource research Professional Development, Conferences, and Networks
NSF’s CRPA program, now archived, provided grants to researchers that enabled them to partner with organizations to conduct media-based and other outreach to increase public engagement in and understanding of science. This project, undertaken by Vox Television with Michele Korf and Associates (MKA), assessed the results of these grants to identify successful practices and lessons learned, and aggregate findings to productively inform and support current and future efforts of this kind. The key objectives of the work have been to identify approaches that broaden reach, increase the
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TEAM MEMBERS: Michele Korf Arthur Smith
resource research Media and Technology
With support from the National Science Foundation’s Science Learning+ initiative, Twin Cities Public Television (TPT), in St. Paul, MN, in collaboration with a team of researchers in the US and the UK organized a workshop with the title Affinity Spaces for Informal Science Learning: Developing a Research Agenda. Our goal was to develop and refine a set of concepts and issues that will guide future investigations into how participation in online affinity spaces can promote and enable informal science learning. The workshop took place on July 6th and 7th, 2015, ahead of the Games+Learning
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resource research Public Programs
On November 2-3, 2015, the American Society for Engineering Education (ASEE), with funding from the National Science Foundation (NSF), hosted the 2015 NSF Maker Summit, in the Washington, D.C. metro area. Planned in response to a Call to Action issued by the White House after the June 2014 White House Maker Faire, the summit was attended by more than 50 individuals representing five different segments of the Maker community. Its goals were to forge connections across the Maker Movement, envision the future of Making for engineering and education communities, and identify how Makerspaces can be
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TEAM MEMBERS: Stacy Gregory Alexandra Longo Rocio Chavela Guerra Ray Phillips Ashok Agrawal Nathan Kahl Mark Matthews Jennifer Pocock
resource evaluation Media and Technology
SciGirls' (Season'Three) is a multimedia project that presents videos and games designed to engage and educate millions of children about citizen science. Multimedia Research, an independent evaluation group, implemented a summative evaluation that assessed a model of citizen science engagement and education that examined the contribution of SciGirls multimedia to preteen girls' experience of citizen science.
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TEAM MEMBERS: Barbara Flagg
resource evaluation Media and Technology
Throughout the five year SciGirls CONNECT grant the independent evaluation firm Knight Williams assisted Twin Cities PBS (TPT) in a wide range of program evaluation activities. Given the project’s emphasis on a Train-the-Trainer model, the evaluation prioritized two goals: (i) assessing the various levels of CONNECT trainings from different vantage and time points, and (ii) capturing information on the implementation of SciGirls programs led by those who completed a training. This evaluation approach allowed the team to collect ongoing data over the course of the grant and share this
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TEAM MEMBERS: Valerie Knight-Williams Divan Williams Rachael Teel Dobrowolski Evalyn Williams Gabriel Simmons Sauleh Rahbari
resource evaluation Media and Technology
SciGirls Reflect: Leveraging Multiple Communities and Networks to Expand Understanding of Professional Development for Informal STEM Educators in Gender Equitable Teaching Strategies was a one-day event that brought together 25 SciGirls Trainers, Educators, and Partner Organization representatives to reflect on their experiences with SciGirls. Data was collected throughout the day via panel presentations, small group discussions, and partner interviews. Nineteen of these participants also conducted follow-up Broadening the Discussion interviews with SciGirls Trainers and Educators to gather
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TEAM MEMBERS: Brenda Britsch