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resource research Public Programs
This is a handout from the session "Engaging Underrepresented Populations in your STEM Programming: A place-based approach" at the 2014 ASTC Conference held in Raleigh, NC. It includes slides from the presentation, which describe how a neighborhood-based approach can be used to reach target audiences.
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TEAM MEMBERS: Christine Keefe
resource research Media and Technology
This is a handout from the session "What If There Wasn't a Building? Pecha Kucha" at the 2014 ASTC Conference held in Raleigh, NC. The handout links to a recording of the session.
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TEAM MEMBERS: Eli Kulansky Kathy Gustafson-Hilton Paul Orselli Troy Livingston Phoebe Schenker Julie Bowen Joannna Haas
resource evaluation Public Programs
This tool was created by Museum of Science, Boston Design Challenges educators and the Research and Evaluation team, intended to record observations of children’s engagement in the engineering design process during participation in design-based activities in a science museum setting. It consists of a checklist of behaviors corresponding with steps of the engineering design process, previously developed for the program based on state and national standards, educator input, and past evaluator observations. The behavioral checklist matches to parts of the engineering design process, including
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TEAM MEMBERS: Ryan Auster
resource evaluation Public Programs
At the Conner Prairie Interactive History Park, visitors to the Create.Connect exhibition can use “make and test” activities developed in collaboration with the Science Museum of Minnesota. As one part of the evaluation of this exhibition, the team identified five indicators that suggest learning and that the activities should promote. The team did not expect the presence of these behaviors to guarantee that learning was occurring, but the activities were designed to promote learning through these behaviors and their absence would signal problems. These indicators are an example of one way a
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TEAM MEMBERS: Al Onkka
resource research Media and Technology
Daniel Laughlin describes NASA-funded educational games at an interagency meeting on informal STEM education.
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TEAM MEMBERS: Daniel Laughlin
resource research Media and Technology
These slides were presented at an interagency meeting to discuss games and informal learning. It describes the Federal Games Guild (FGG) the White House Game Jam.
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TEAM MEMBERS: Mark DeLoura
resource research Media and Technology
This presentation at an interagency meeting to discuss informal STEM programming. The presentation discusses the Games for Learning initiative through the Department of Education's Small Business Innovation Program (SBIR).
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TEAM MEMBERS: Edward Metz
resource research Media and Technology
This catalog details the extent of NASA’s game portfolio, so that others developing new games are able to build upon the lessons learned from the past. Enclosed herein are details on fourteen individual games that have been created by or for NASA as well as two collections of hosted Flash games. Each entry has information about the game, including a screen shot, point of contact (if available), and a link to the game’s site. The games are identified by genre, NASA content or contribution, and intended audience or Entertainment Software Review Board (ESRB) rating.
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TEAM MEMBERS: Daniel Laughlin
resource research Professional Development, Conferences, and Networks
This presentation was part of the session "A Scientist Walks into a Bar: Humor in STEM Education" at the 2014 ASTC Conference in Raleigh, NC. The session explored strategies to leverage laughter for learning based on the latest brain research coupled with with personal experiences.
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TEAM MEMBERS: Jen Lokey
resource research Professional Development, Conferences, and Networks
This presentation was part of the "Twist and Shout: Using physical movement in STEM education" session at the 2014 ASTC Conference in Raleigh, NC. The session shared, showcased, and compiled creative new ways to incorporate physicality into the learning process.
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TEAM MEMBERS: Jen Lokey
resource research Media and Technology
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
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TEAM MEMBERS: The Royal Society Uta Frith
resource research Media and Technology
This is a handout from a session presented at the 2008 ASTC Conference. Advances in neuroscience are revealing biological pathways underlying emotion, attention, and memory. How can this research be integrated with educational pedagogy to enhance free-choice learning? Join experts from neuroscience, education, and museums to explore practical ways in which new insights about the brain can be applied to creating museum experiences.
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TEAM MEMBERS: Jayatri Das