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resource research Public Programs
Recognizing that the Maker movement embodies aspects of science, technology, engineering, and mathematics (STEM) learning that are the hallmarks of effective education — deep engagement with content, critical thinking, problem solving, collaboration, learning to learn, and more — NYSCI, in collaboration with Dale Dougherty and Tom Kalil, approached the National Science Foundation to sponsor a two-day workshop. Over 80 leaders in education, science, technology and the arts came together at NYSCI to consider how the Maker movement can help stimulate innovation in formal and informal education
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TEAM MEMBERS: Eric Siegel
resource project Public Programs
The youth-based ITEST proposal, Invention, Design, Engineering and Art Cooperative (IDEA), will provide 100 students in grades 8-12 from the East Side of St. Paul, Minnesota with IT experiences in engineering and design. The content focus is mechanical and electrical engineering, such as product design, electronics, and robotics with an emphasis on 21st century job skills, including skills in advanced areas of microcontrollers, sensors, 3-D modeling software, and web software development for sharing iterative engineering product design ideas and maintaining progress on student product development. These technologies are practical and specific to careers in engineering and standards for technological literacy. During the three-year project period, a scaffolding process will be used to move students from exploratory activities in Design Teams in the 8th and 9th grades to paid employment experiences in grades 10-12 as part of Invention Crews. All design and product invention work will be directly connected to solving problems for local communities, including families and local businesses. For grades 8 and 9, students will receive 170 total contact hours per year and for grades 10-12, 280 contact hours per year. The participant target goal is 75% participation by girls, and African-American and Latino youth. Students participating in this project are situated within the country's most diverse urban districts with students speaking more than 103 languages and dialects. The schools targeted by this project average 84% of students receiving free or reduced price lunches, and have a population with 81% falling below proficiency in the Grade 8/11 Math MCA-II Test. To achieve the project goals of recruiting underrepresented students, and supporting academic transitions from middle and high school to college and university, the project team aggregated an impressive group of project partners that include schools, colleges, universities, and highly experienced youth and community groups, technology businesses that will provide mentoring of students and extensive involvement by parent and family services. Every partner committed to the project has a longstanding and abiding commitment to serving students from economically challenged areas.
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TEAM MEMBERS: Anika Ward Kristen Murray Rachel Gates David Gundale
resource evaluation Public Programs
In late spring 2010, Goodman Research Group, Inc. (GRG) was contracted by the Museum of Science, Boston, to conduct an outcomes evaluation of their educational live performance, The Amazing Nano Brothers Juggling Show (ANB). The show presents scientific concepts about atoms and nano science in a highly entertaining and engaging performance. The evaluation focused on the learning outcomes of children, adults, and middle school students. The goal of this evaluation was to examine the effectiveness of the show in increasing audiences' knowledge of and interest in nano science and nanotechnology
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TEAM MEMBERS: Rachel Schechter Museum of Science Molly Priedeman Irene Goodman Carol Lynn Alpert
resource project Professional Development, Conferences, and Networks
Arizona State University is conducting a May 2010 two-day workshop that will bring together "Next Generation" (NextGen) science communicators (writers, journalists, bloggers, documentary filmmakers, museum professionals); NextGen scholars/researchers in science and technology policy; and publication editors. The goals are: to help improve the communications skills of these professionals, to encourage collaborations of communicators and scholars, and, ultimately, to help the public gain a better understanding of the policy dimensions of STEM by encouraging more effective communications about STEM and policy issues that affect their lives. The workshop provides direct experience in a writing genre called "narrative nonfiction" or "creative nonfiction," a domain in which Gutkind has been a leader. The co-PI, Guston, is a scholar in science and technology policy and an active partner of the NSF-funded Nanoscale Informal Science Education Network. In addition, the Spring 2011 issue of Issues in Science and Technology will include works by the collaborating communicators/scholars. This workshop precedes and informs a larger conference on science policy, The Rightful Place of Science?," funded by others, including NSF's Science, Technology, and Society program.
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TEAM MEMBERS: Lee Gutkind David Guston
resource project Media and Technology
The University of Central Florida Media Convergence Laboratory, New York Hall of Science, and the Queens Museum of Art are developing a 3-D, multi-user virtual environment (MUVE) of the 1964/65 New York World's Fair. Virtual fairgoers of all ages will be immersed in an accurately modeled historical world with more than 140 pavilions on science, technology, engineering, and mathematics (STEM) disciplines and an array arts and humanities exhibits. The virtual world can be freely explored through self-designed avatars, and avatar-led guided tours. Discovery Points throughout the virtual environment will afford opportunities for in-depth engagement in STEM topics that will empower participants to explore the broader consequences of technological innovations. The centerpiece of user-generated content is FutureFair, an area where online users can create and share their personal visions of the future. Interconnections reaches beyond its virtual component through its partnership with the New York Hall of Science and the Queens Museum of Art, which are both situated in the heart of Queens in Flushing Meadows Corona Park, a 1255 acre urban park that hosted the 1939/1940 and 1964/65 Fairs. The New York Hall of Science will provide face-to-face youth workshops that employ problem-based learning. Single and multi-session programs will connect adolescents to STEM content presented at the Fair through the virtual world environment. Participants will create multimedia content for inclusion in the project's website. Multi-touch interactive stations at the Queens Museum of Art will enhance their NY World's Fair Exhibit Hall by empowering visitors to individually or collectively explore various STEM topics and the symbiotic relationships between STEM and the humanities, and by serving as an attractor for visitors to the online Fair exploration. The project will be completed in time for the 50th Anniversary celebration of the 1964 World's Fair. Building upon prior research on learning in virtual worlds, the project team will investigate how STEM concepts are advanced in a simulated multi-user virtual environment and studying the effectiveness of using Virtual Docents as enhancements to the informal learning process. The research and development deliverables have strong potential to advance the state of informal science education, research on modeling and simulation in virtual world development, and education research. Michigan Technological University will conduct the project formative and summative evaluations.
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TEAM MEMBERS: Lori Walters Michael Moshell Charles Hughes Eileen Smith
resource project Public Programs
The Addressing Gender Barriers in STEM through Theatre of Social Engagement project responds to the need to educate the public about the careers in computer and information science and engineering (CISE) fields by educating high school students, parents, teachers and counselors about the barriers to participation that confront women and other underrepresented groups. In this Communicating Research to Public Audiences (CRPA) project, a dramatic play is used to communicate the findings from the PI's work which resulted in a theory about gender and IT to explain and predict gender (under)representation in IT fields. The play dramatizes constructs of the theory, particularly the ways in which gender, ethnicity, and class affect identity and career and life decisions. Drawing from life history interviews conducted as a part of the research, the storyline of the dramatic play centers on three young women who are graduating from high school and making decisions about their futures and possible careers in IT. Situated squarely in the realm and literature of "theatre of social engagement," this play, and its staged readings and ancillary website, extend access beyond the scientific community to new scientific research on gender barriers in CISE. Learning goals for the project include: 1. Awareness and knowledge about possible computer and information science and engineering careers; barriers and stereotypes that affect CISE career choice among women; and "significant others" such as partners, family members, mentors and teachers who can make a difference at key inflection points in career decision making. 2. Attitude change about the CISE fields being open to everyone regardless of gender, ethnicity, race or class; how one's individual characteristics can be used to resist barriers to inclusion in CISE careers. 3. Intended behavior about learning more about CISE careers and educational opportunities; and responding to negative stereotypes related to CISE. Evaluation of the proposed project will include observations, talk-back sessions (focus groups) after readings of the play, pre-post surveys administered at the showings, and a second post-performance survey to be administered a certain amount of time after the showing. Dissemination will be through readings of the play for audiences in New Jersey and Pennsylvania, with partnering informal learning venues, and through an associated website which will allow visitors to download and stage the play themselves. Advertisement for the play and the website will take place through websites such as Facebook, Twitter, and websites that promote diversity in computing. In addition, the PI intends to contribute to the scholarly literature on theatre as an informal learning approach and on the findings of how audiences respond to the play itself.
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TEAM MEMBERS: Eileen Trauth
resource project Media and Technology
FETCH with Ruff Ruffman, produced by WGBH, is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts of this new season are to 1) help the target audience, especially girls and minorities, develop an interest, knowledge and skills necessary to do science; 2) help kids develop the math skills and knowledge necessary to solve science and engineering problems; and 3) bring FETCH's unique brand of informal science learning to camps across the country. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group: "Animal Universe," "Science of Art," and "Adventure Science." The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and interact with other FETCH fans online. In addition, funds will support new educational resources for camps, including a Camp FETCH Guide. The project will continue to work with the project's established collaborators like the Boys and Girls Clubs, Girl Scouts of America, and YMCA, as well expand the outreach via new partnerships with the Center for Summer Learning at Johns Hopkins University and the American Camp Association. Christine Andrews Paulsen & Associates (CAPA) will conduct summative evaluation of both the television show and the Camp FETCH Guide.
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TEAM MEMBERS: Kate Taylor