The goal of this NSF-funded RAPID research project was to advance understanding of how children’s science podcasts can provide families with information to help ease children’s worries during a pandemic by increasing children’s understanding of pandemic-related science concepts and supporting pandemic-related family conversations. Our research was guided by the following questions:
1. How and to what extent do Brains On!’s coronavirus-based episodes help children and their families understand and talk about science-related pandemic topics?
2. What kinds of conversations are
A year into the COVID-19 pandemic, the world continues to struggle with the many ways our lives have changed and the uncertainty that remains about the future. Vaccines are being widely administered, but how and when life will return to “normal” remains unknown. During this time, caregivers continue to seek out information to address the questions, worries, and information needs their children have about this unique moment in their lives. Our NSF-funded RAPID research project has helped to uncover some of these questions, worries, and needs by talking to caregivers of listeners of the children
This RAPID project will study connections between children's hygiene habits and learning about science, such as the science of disease transmission. It builds upon findings from the investigator's prior research of parent-child interactions observed in children's museums and will extend this research to home settings. This research will focus on understanding how goal-setting, whether it is parent-directed, child-directed, or jointly-directed, affects children's engagement with a handwashing activity and their subsequent learning about handwashing behavior and preventing the spread of disease. More specifically, the intent is to examine how goal-setting during an interactive demonstration between parents and children relates to children's recollection of the activity and their handwashing behavior afterwards. This project is funded by the Advancing Informal STEM Learning (AISL) program which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
During a pandemic, it is vital that children establish good hygiene habits and understand the importance of handwashing for the prevention of disease transmission. What is most important is that young children wash their hands frequently and follow good hygiene habits, such as using soap, when doing so. This study examines the role parents might play in engaging children to wash their hands. The project team has developed a short 10 minute intervention that parents and children can participate in while using everyday household items. Utilizing remote technology, parents and children will be guided through this intervention while video recording their behavior. Families will be presented with a structured activity for parents and children to participate in together. This activity will be focused on how handwashing, and particularly the use of soap during handwashing, helps prevent the spread of germs. Parent-child interactions will be coded using schemes for goal setting that the investigator developed in prior work. Directly after their participation and one week later, children will be asked to reflect on the activity to understand what they remember about it, and to understand whether they have encoded the importance of handwashing for preventing the transmission of disease. Parents will also be asked to track their children's handwashing to see whether aspects of these reflections, as well as individual differences in how parents and children interact during the activity, promote better engagement with handwashing. The data generated will allow researchers to develop best practices for interventions centered on children's handwashing and the prevention of disease transmission. Knowing such practices is critical for reintegrating children into social settings such as schools and children's museums.
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.
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.
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
As part of its overall effort to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program, seeks to advance new approaches to, and evidence-based understanding of, the design and development of science, technology, engineering, and mathematics (STEM) learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. In alignment with these aims, the STEM + Digital Literacies (STEM+L) project will investigate science fiction as an effective mechanism to attract and immerse adolescents (ages 10-13) from diverse cultural backgrounds in environmental and human health content and socio-scientific issues. This work is particularly novel, as the current knowledge base is limited, and largely addresses the high school level. Therefore, the results of the proposed effort could yield important findings regarding the feasibility of this activity as an effective platform for science learning and engagement for younger students. As such, STEM+L would not only advance knowledge in the field but would also contribute to a growing AISL portfolio on digital literacy and learning.
STEM+L is an early stage Innovations in Development project that will engage thirty middle school students in out of school time experiences. Over a twenty-four-week period, students will work collaboratively in groups in-person and online with their peers and field experts to design, develop, and produce STEM content rich, multimedia science fictions. The in-person learning experiences will take place on the University of Miami campus during the summer and academic year. Culminating activities include student presentations online and at a local Science Fiction Festival. The research component will employ an iterative, design-based approach. Four research questions will be explored: (a) How do students learn science concepts and multimodal digital literacies through participating in the STEM+L Academy? (b) How do students change their views in STEM related subject matter and in pursuing STEM related careers? (c) How do students participate in the STEM+L Academy? (d) How do we best support students' participation and learning of STEM+L in face-to-face and online environments? Data collection methods include video records, student-generated artifacts, online surveys, embedded assessments, interviews, and multimodal reflections. Comparative case analysis and a mixed methods approach will be employed. A rigorous evaluation will be conducted by a critical external review board. Inclusive and innovative dissemination strategies will ensure that the results of the research and program reach a broad range of audiences including both informal and formal STEM and literacy educators and researchers, learning scientists, local communities, and policy makers through national and international conference presentations, journal publications, Web2.0 resources, and community outreach activities.
With this Phase I funding, the project team will develop and test a prototype of the Toddler App and Cane which is intended to improve functional and adaptive school readiness skills for toddlers with visual impairments. The prototype will include a wearable hardware-based cane that wraps around a child's waist and provides tactile and audio cues to facilitate walking, a curriculum with game activities and walking routes, and an app that provides updates to special education practitioners and parents on their children's progress. In a pilot study with 10 toddlers with visual impairments, and their teachers and parents, the researchers will examine whether the prototype functions as planned, whether toddlers are engaged while using the prototype, and if teachers and parents believe the fully developed intervention will lead to increases in independence and school readiness.
Researchers have now acquired so much information about how the brain learns that a new academic discipline has been born, called “educational neuroscience” or “mind, brain, and education science.” This field explores how research findings from neuroscience, education, and psychology can inform our understandings about teaching and learning, and whether they have implications for educational practice. This interdisciplinary approach ensures that recommendations for applying these findings to instructional practices have a foundation in solid scientific research. It also ensures that teachers
In this interview, author and professor R. Keith Sawyer describes the importance of and interconnections among creativity, collaboration, and the science of learning. He explains that the older paradigm of schooling from 50 years ago where rote learning was predominant is no longer relevant in a knowledge-based society. We now have to prepare students for jobs that require adaptability, flexibility, and creativity. He endorses an approach to education that fosters a deeper conceptual understanding, especially through collaborative creativity. He maintains that true innovation usually comes
Recent advances in neuroscience are highlighting connections between emotion, social functioning, and decision making that have the potential to revolutionize our understanding of the role of affect in education. In particular, the neurobiological evidence suggests that the aspects of cognition that we recruit most heavily in schools, namely learning, attention, memory, decision making, and social functioning, are both profoundly affected by and subsumed within the processes of emotion; we call these aspects emotional thought. Moreover, the evidence from brain-damaged patients suggests the
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Mary Helen Immordino-YangAntonio Damasio
This report highlights advances in neuroscience with potential implications for education and lifelong learning. The report authors, including neuroscientists, cognitive psychologists and education specialists, agree that if applied properly, the impacts of neuroscience could be highly beneficial in schools and beyond. The report argues that our growing understanding of how we learn should play a much greater role in education policy and should also feature in teacher training. The report also discusses the challenges and limitations of applying neuroscience in the classroom and in learning