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resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work 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.
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TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir
resource project Public Programs
This project by California State University San Marcos and their collaborators will expand and continue to innovate on a pilot Mobile Making program with the goal of developing a sustainable, regional model for serving underserved, middle-school aged youth in twelve after-school programs in the San Diego region. Evaluation of the current Mobile Making program has documented positive impacts on participants' interest, self-efficacy, and perception of the relevance of Making/STEM in everyday life, and led to a model for engaging underserved youth in Making. The work will focus on implementing the program model sustainably at greater capacity by increasing the number of undergraduate activity leaders, after-school sites, and level of community engagement. The expanded Mobile Making program is expected to engage ~1800 middle school youth at 12 local school sites, with activities facilitated by ~1020 undergraduate CSU-SM STEM majors. The sites are in ethnically diverse and economically disadvantaged neighborhoods, with as many as 90% of students at some sites qualifying for free or reduced price lunch. The undergraduate facilitators are drawn from CSU-SM's diverse student body, which includes 44% underrepresented minorities. Outcomes are expected to include increases in the youth participants' interest, self-efficacy, and perception of the relevance of Making/STEM in everyday life. Positive impacts on the undergraduate facilitators will include broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. The program is designed to achieve sustainability through innovative means such as involving undergraduate facilitators via Community Service Learning (rather than paid positions), and increased community engagement via development and support of a community of practice including local after-school providers, teachers, Makers, and University members. Evaluation of the program outcomes and lessons learned are expected to result in a comprehensive model for a sustainable, university-based after-school Making program with regional impact in underserved communities. Dissemination to other regions will be leveraged via CSU-SM's membership in the California State University (CSU) system, yielding a potential statewide impact. The support of the CSU Chancellor's Office and input from a CSU implementation group will ensure the applicability of the model to other regional university settings, identify common structural barriers and solutions, and increase the probability of secondary implementations. This work 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.
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TEAM MEMBERS: Edward Price Charles De Leone
resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

This work 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.
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TEAM MEMBERS: Michael Horn Brian Magerko Jason Freeman
resource project Websites, Mobile Apps, and Online Media
The Baltimore Symphony Orchestra (BSO), in collaboration with the Psychology Department of the University of Maryland Baltimore County (UMBC) and Octava (a technology company), are conducting a pilot exploratory research project to assess the effectiveness of delivering informal science learning (ISL) to adult audiences through live music in a concert hall environment. The first half of the study is being timed to coincide with the 2016 annual meeting in Baltimore of the League of American Orchestras. Audiences will be introduced to the core idea that symmetry is a central concept both in science and in music, and they will experience these ideas via the orchestral music of pieces such as Aaron Copland's Appalachian Spring and Beethoven's Symphony. No. 5. The project goals are: to test whether and the extent to which informal STEM learning can occur among adults (ages 18+) during live orchestral performances and how the science content may enhance the audience experience; and to develop assessment tools for measuring audience learning and retention of scientific concepts delivered in connection with live musical performances both through interactive technology and through traditional program notes. It 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. 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.

The pilot study will investigate the interaction of key variables related to the audience composition, the learning formats (use of app technology, program notes, or not), and the science concepts. The tablet application technology, under continued development by Octava, presents unobtrusive program notes that act as a concert companion in real time as a concert proceeds. The mixed methods research methodology will produce quantitative and qualitative data using pre- and post-test instruments and focus group interviews. A follow-up questionnaire will be sent to participants six weeks after the performances to ascertain whether what was learned was retained over a period of time. Dissemination of project findings will be to professionals in science, science education and music fields.
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TEAM MEMBERS: Jessica Abel Linda Baker Tonya Robles Carol Bogash
resource project Public Programs
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models in Making poised to catalyze new approaches in STEM learning and innovation. Employing a novel design and development approach, this Early Concept Grant for Exploratory Research (EAGER) will test the feasibility of integrating Making concepts with real world micro-manufacturing engineering principles within the context of intense, multi-year team apprenticeship experiences for high school students. The apprenticeship model is particularly novel, as current Making research and experiences predominately take place in afterschool and summer programs for up to 25 youth. The proposed apprenticeships will require a two year commitment by a small cohort of Texas high school students, which will provide an opportunity to examine the feasibility and impact of the effort longitudinally. The cohort will learn to think critically, solve problems, and work together as a Making Production Team (MPT) in a customized makerspace in their high school, constructing engineering-based science kits for implementation in a local elementary school. Not only will the students enhance their content knowledge while developing design and development skills but the students will also receive stipends which will address two very practical needs for the targeted high need population - employment and workforce development. Few, if any, efforts currently serve the targeted population through the contextualization of Making within a supply chain management and micro-manufacturing framework that extends the Making experience by integrating the student designed products into elementary classrooms. As such, this project will contribute to essentially unexplored areas of Making research and development.

Six high school students from high poverty, underserved Texas communities along the Texas-Mexico border (colonias) will be selected for the Making Production Team (MPT). In Years 1 and 2, the students will meet regularly during the academic school year and over the summer with Texas A & M University undergraduates, graduate students, and the project team to learn key aspects of Making and manufacturing (i.e., ideation, prototyping, design, acquisition, personnel, and production) through hands-on making activities and direct instruction. Concurrently, a research study will be conducted to explore: (a) the actualization of the model in an underserved community, (b) the effectiveness of problem-based learning to train students in the model, and (c) STEM knowledge and self-concept. Data will be collected from multiple sources. An adapted version of the Academic Self-Description Questionnaire will be administered to the students to assess their STEM technical knowledge and skills as well as their self-concept in relation to STEM domains. Remote and in person interviews will be conducted with the students to track the evolution of the primary dependent variables, STEM learning and self-concept, over time. Program facilitators and partners will be interviewed to examine the feasibility of the making experience within the given context and for the targeted students. Finally, the students' diary reflections, products, and video recordings of their work sessions will also be examined. Time-series quantitative tests and in-depth qualitative methods will be used to analyze the data.
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TEAM MEMBERS: Francis Quek Sharon Lynn Chu Malini Natarajarathinam Mathew Kuttolamadom
resource project Media and Technology
The “Impressions from a Lost World” website and related public programs will tell the story of the 19th century discovery of dinosaur tracks along the Connecticut River Valley in Massachusetts and Connecticut. The significance of these fossils extended far beyond the emerging scientific community, as they exerted a profound effect upon American arts, religion, and culture that reverberates down to the present day. The website will use stories of real people to engage visitors to think about relationships between science and religion, amateur vs. professional scientific pursuits and the role of specialization, participation of women in science, and the impact of new scientific ideas on American culture. Website visitors will draw connections of these important humanities themes to current issues. Accompanying public programs will attract diverse audiences and build interest in the website.
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TEAM MEMBERS: Timothy Neumann
resource project Public Programs
The University of Oklahoma will increase knowledge about how youths create information and how information professionals can help them become successful information creators by promoting their information and digital literacies and other 21st century skills. This Early Career research project builds on existing research and results of previously funded IMLS Learning Labs by investigating how twenty-four middle school students engaged in project-based, guided-inquiry STEM learning to create information in a school library Learning Lab/Makerspace. The project will result in a model of information-creating behavior that can help develop a groundbreaking approach to information literacy instructions and creative programs.
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TEAM MEMBERS: Kyungwon Koh
resource project Public Programs
The Bronx Museum of the Arts will hire an evaluator to asses and facilitate the growth of its three signature programs–Bronx Stories, Back in the Bronx and Bronx Lab–to ensure that they continue to celebrate, affirm, and advance the vibrancy of the borough and its multigenerational voices. The museum will assess training, seek community input, and apply new knowledge gained through program redesign and implementation. It will enhance outreach and communication, and analyze and share outcomes. Using an advisory group of community stakeholders, the museum will amplify its services by drawing increased audiences, expanding its role as a cultural gateway, and highlighting the Bronx as a dynamic community.
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TEAM MEMBERS: Sergio Bessa
resource project Public Programs
Sam Noble Oklahoma Museum of Natural History will develop traveling natural history science curricula kits for K-12 students. This project will expand the museum's outreach program, featuring STEM (Science, Technology, Engineering, and Mathematics) content with a focus on Oklahoma geology, life, and cultural science. The museum will share the educational kits, featuring materials aligning with state educational standards, with teachers across Oklahoma. The museum's digitization of the kits will increase the capacity and number of teachers who have access to the material and enable students to experience high-quality STEM educational opportunities offsite and online.
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TEAM MEMBERS: Jessica Cole
resource project Public Programs
Armory Center for the Arts will develop, deliver, and evaluate "Artful Connections with Science," an innovative new visual arts-science integrated curriculum for the fourth and fifth grade levels in the Pasadena and Los Angeles Unified School Districts. "Artful Connections with Science" will provide support to the education community at a critical juncture as California adopts the Next Generation Science Standards. It will also enable the center to build organizational capacity for the delivery of arts-integration curriculum in multiple districts, thus increasing sustainability and helping to improve lives through the power of art.
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TEAM MEMBERS: Doris Hausmann
resource project Public Programs
The Free Library of Philadelphia Foundation will create on-the-floor makerspaces in libraries in underserved neighborhoods in North Philadelphia. These spaces will help local residents of all ages to gain access to technology and participatory education, and encourage creative applications and collaborative projects. Mentors will guide multigenerational community members as they create cross-disciplinary, interest-driven electronic art projects; build interest and knowledge in STEAM (Science, Technology, Engineering, Art, and Mathematics), and use tools and skills to create and share artifacts that reflect their identities and communities. Through the act of making, participants of all ages will have the opportunity to design meaningful digital and physical objects that capture the richness and diversity of their neighborhoods. These place-based, interest-driven, and mentor-guided makerspaces will provide a replicable, scalable model for libraries and museums nationally.
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TEAM MEMBERS: Siobhan Reardon
resource project Public Programs
Indianapolis / City as Living Laboratory (I/CaLL) is a city-wide civic collaboration engaging in cross-sector research that builds on prior research in informal science learning in public settings. It extends research in place-based and service learning traditions, and uses the city itself as an informal science learning (ISL) environment for Science and Engineering for Environmental Sustainability learning outcomes. This project is creating place-based science learning experiences as part of public spaces in Indianapolis and establishes the next generation of urban science museums that increase opportunities for learning. The project will develop a self-sustaining program for art/science collaborations as they inaugurate city-sanctioned changeable installations at I/CaLL sites. Data from the project will be used to inform ISL professionals at museums throughout the community and around the country. Thousands of volunteers and their families will help create I/CaLL spaces, engage with communities, and serve as research participants connecting with science learning through site development. The unprecedented scale of this project provides a full measure of informal science service learning at a city scale, offering data that can change how science learning is measured, how people from all walks of life develop science literacy as part of their social public experience, and embodying the concept of the city as a living science learning lab. Broader impacts include the development of the city as an informal science learning environment that will become a new standard for thinking about what cities as cultural units can become as we build a resilient Science and Engineering culture for Environmental Sustainability.
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TEAM MEMBERS: timothy carter Gabriel Filippelli Mary Miss John Fraser