The Universally Designed Museum Programming project was envisioned as a way to create public programs that are more inclusive of people with disabilities. We used the concepts of universal design and Universal Design for Learning as well as our prior experiences with these topics in exhibition design and nanotechnology programming as a foundation for our work. Through this project, we gained insight into building a community of interest, facilitating a charrette in an inclusive way, using universal design guidelines to develop programs, and measuring the effectiveness of our process.
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.
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 DiamondNew York City Hive Learning NetworkMOUSEDigitalMeKatherine McMillan
Based on the number of visitors annually, zoos and aquariums are among the most popular venues for informal STEM learning in the United States and the United Kingdom. Most research into the impacts of informal STEM learning experiences at zoos and aquariums has focused on short-term changes in knowledge, attitudes and behaviors. This Science Learning+ project will identify the opportunities for and barriers to researching the long-term impacts of informal STEM learning experiences at zoos and aquariums. The project will address the following overarching research question: What are and how do we measure the long-term impacts of an informal STEM learning experience at a zoo and aquarium? While previous research has documented notable results, understanding the long-term impacts of zoo and aquarium learning experiences will provide a deeper and more nuanced understanding of the impact of these programs on STEM knowledge, skills and application. This study will use a participatory process to identify: (1) the range of potential long-term impacts of informal science learning experiences at zoos and aquariums; (2) particular activities that foster these impacts; and (3) opportunities for and barriers to measuring those impacts. First, an in-depth literature review will document previous research efforts to date within the zoo and aquarium community. Second, a series of consultative workshops (both in-person and online) will gather ideas and input from practitioners, researchers, and other stakeholders in zoo and aquarium education. The consultative workshops will focus on two questions in particular: (1) What are the different types and characteristics of informal science learning experiences that take place at zoos and aquariums? and (2) What are the long-term impacts zoos and aquariums are aiming to have on visitors in relation to knowledge, attitudes, skills and behaviors/actions? Finally, visitor surveys at zoos and aquariums in the US and UK will be conducted to gather input on what visitors believe are the long-term impacts of an informal STEM learning opportunity at a zoo or aquarium. The data gathered through all of these activities will inform the design of a five-year, mixed-methods study to investigate long-term impacts and associated indicators of an informal STEM learning experience at a zoo or aquarium. One of the aims of the five-year study will be to test instruments that could eventually be used by the global zoo and aquarium community to measure the long-term impacts of informal STEM learning programs. Designing tools to better understand the long-term impacts of informal STEM learning at zoos and aquariums will contribute to our ability to measure STEM learning outcomes. Additional benefits include improved science literacy and STEM skills amongst visitors over time and an understanding of how education programs contribute to wildlife conservation worldwide.
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TEAM MEMBERS:
Brian JohnsonStanford UniversityLancaster UniversitySarah ThomasNicole ArdoinMurray Saunders
This Science Learning+ project will develop a Youth Access & Equity Research & Practice Agenda, focusing on addressing equity issues for youth, ages 11-14, primarily from non-dominant backgrounds. The project will involve researchers and practitioners from three ISL settings/contexts, (1) Designed spaces, e.g., museums; (2) Community-based, e.g., afterschool clubs; and (3) Everyday science, e.g., science media. The goal of the agenda will be to advance scholarly understanding of equity issues in relation to these three contexts. Taking an ecological view of STEM learning as a sociocultural process of participation and transformation, the project will employ a Complex Adaptive System lens to document multiple pathways youth take (or not) within/across ISL settings over time, the impact these pathways have on learning and development, and their influence on ISL organizations themselves. These lenses will help us identify aspects of learning environments which shape youth access and development, and the value and impact of the equity ideas, tools and practices.
Citizen involvement in science is part of a long history of the role of the amateur in science. Research in the USA and UK suggests that citizen science has a powerful potential to support participation in and the learning of science. Increasing research has sought to explore and measure the development of 'science literacy', science identity and learning outcomes through citizen science. The scale, focus, and organization of projects has been demonstrated to influence who participates in them, the scientific achievements, and what volunteers learn. This Science Learning+ project seeks to build upon and extend the existing work in three significant ways: (1) extend the range of contexts through which existing frameworks and instruments are used and evaluated, in particular, projects that involve families, (2) examine not only the learning outcomes of citizen science projects, but also the processes through which that learning occurs and its contribution to the building of science capital. This will help in establishing better understanding of not only what is learnt but also how learning occurs; (3) develop a better theory of informal science learning through citizen science. This will advance knowledge in informal science learning.
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).
This Science Learning+ project will develop research-and-practice activities to explore how an integrated art, STEM, and society (what we refer to as STEAM) approach can expand science engagement and learning of youth aged 15-19, from low-income and non-dominant cultural communities. The project will review current knowledge, practice, and trends related to underrepresented youth, STEAM, and science engagement. The review will be used to develop: (1) A cross-setting research framework for investigating the relationship between informal STEAM learning experiences and young people's developing engagement with science. (2) Design principles for out-of-school STEAM programs that have proven effective in cultivating youth engagement with science and making relevant cross-setting connections. (3) Practitioner-friendly program evaluation tools that integrate findings from current research and practice related to cross-setting science learning of young adults especially non-dominant youth as it relates to STEAM learning experiences.
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.
This is a poster from the 2014 AISL PI Meeting in Washington, DC. It describes KC Empower, a project that explores after school science for children with disabilities.
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes My Sky Tonight, a project that introduces preschool-age children to astronomy.
This design case explores the affordances of gigapixel image technology for science communication and learning in museum settings through the iterative development of an explorable image viewer to engage visitors in an archaeological exhibit. We reflect on the series of user studies, prototype iterations, and design decisions taken to optimize navigation, annotation and exploration in this zoomable user interface. We highlight a set of design precedents, interaction frameworks, and content structuring approaches, while detailing the development of a media rich digital annotation strategy to