In this article we explore how activity design and learning contexts can influence youth failure mindsets through a case study of five youth who described failure as sometimes a good thing and sometimes a bad thing (a perspective we characterize as Failure as Mosaic, described in the article). These youth and their descriptions of failure-positive and failure-negative experiences offer a unique opportunity to identify how experiences can be designed to support learning and persistence. In order to understand differing views of failure among youth, we researched the following questions:
This guide offers insight into community engagement practices and activity development from our making and equity project, Making Connections. It includes documentation and recommendations for work that is designed to engage community partners as equal partners, and is written most of all for other practitioners.
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) developed, implemented, and evaluated the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through this grant, the NCBYS extended opportunities for informal science learning for the direct benefit of blind students by conducting six NFB STEM2U regional programs included programs for blind youth, their parents/caregivers, blind teen mentors (apprentices), and museum educators.
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. This project is exploring and identifying successful, cross-institutional approaches to using maker activities to engage members of communities of color (with a focus on family groups) in STEM activities.
Moving Beyond Earth Programming: “STEM in 30” Webcasts. The Smithsonian’s National Air and Space Museum (NASM) will develop nine “STEM in 30” webcasts which will be made available to teachers and students in grades 5-8 classrooms across the country. The primary goal of this program is to increase interest and engagement in STEM for students. Formative and summative evaluations will assess the outcomes for the program, which include the following:
Increased interest in STEM and STEM careers, Increased understanding of science, technology, engineering and mathematics (STEM), Increased awareness and importance of current and future human space exploration, and Increased learning in the content areas.
This series of live 30-minute webcasts from the National Air and Space Museum and partner sites focus on STEM subjects that integrate all four areas. The webcasts will feature NASA and NASM curators, scientists, and educators exploring STEM subjects using museum and NASA collections, galleries, and activities. During the 30-minute broadcasts, students will engage with museum experts through experiments and activities, ask the experts questions, and answer interactive poll questions. After the live broadcasts, NASM will also archive the webcasts in an interactive “STEM in 30” Gallery.
Discover NASA is the Discovery Museum’s endeavor to engage students in grades K through 12 as well as members of the general public in innovative space science and STEM-focused learning through the implementation of two modules: upgrades to the Challenger Learning Center, and the creation of K through 12 amateur rocketry and spacecraft design programming. The programming will be piloted at the Discovery Museum and Planetarium, and at the Inter-district Discovery Magnet School and the Fairchild-Wheeler Multi-Magnet High School, with an additional strategic partnership with the University of Bridgeport, which will provide faculty mentors to high school seniors participating in the rocketry program. Through these two modules, the Discovery Museum and Planetarium aims to foster an early interest in STEM, increase public awareness about NASA, promote workforce development, and stimulate an interest in the future of human space exploration. Both modules emphasize design methodologies and integration of more advanced space science into the STEM curriculum currently offered by Discovery Museum to visitors and public schools. The Challenger Learning Center upgrades will enable the Museum to deliver simulated human exploration experiences related to exploration of the space environment in Low Earth Orbit and simulated human exploration of Moon, Mars, and beyond, which will increase public and student awareness about NASA and the future of human space exploration. The development of an amateur rocketry and spacecraft development incubator for education, the general public, and commercial space will stimulate the development of key STEM concepts.
In this article, science center and museum professionals from around the world share ways that they are engaging visitors in hands-on innovation. Work from the following organizations are discussed: Exploratorium, Discovery Center of Idaho, Lawrence Hall of Science, Iridescent, Conner Prairie Interactive History Park, Ideum, Discovery Place, Ontario Science Centre, Bootheel Youth Museum, Science Centre Singapore, Children's Museum of Phoenix, Discovery Museums (Acton, MA), Discovery Center of Springfield, Missouri, Museum of Science, Boston, Questacon--The National Science and Technology
This is a handout from the session "Making Space for Innovation: Sampling of Making and Tinkering" at the 2014 ASTC Conference held in Raleigh, NC. The session provided an overview of different makerspaces and tinkering programs, including the goals, opportunities, and challenges of the making movement.
Arizona State University (ASU) in collaboration with Arizona Science Center, Boeing, Intel, Microchip, Motorola, Salt River Project, AZ Foundation for Resource Education, AZ Game & Fish Department, US Partnership for the Decade of Education for Sustainable Development, Mesa Public Schools, and Boys & Girls Clubs of the East Valley, offer a three-year extracurricular project resulting in IT/STEM-related learning outcomes for 96 participants in grades 7, 8, and 9. The project targets and engages female and minority youth traditionally under-represented in IT/STEM fields in multi-year out-of-school technological design and problem solving experiences. These include summer internships/externships and university research in the science center and industrial settings where participants develop socially responsible solutions for challenging real world problems. The program includes cognitive apprenticeships with diverse mentors, opportunities to practice workplace skills such as leadership, teamwork, time management, creativity and reporting, and use of technological tools to gather and analyze complex data sets. Participants simulate desert tortoise behaviors, research and develop designs to mitigate the urban heat island, build small-scale renewable energy resources, design autonomous rovers capable of navigating Mars-like terrain, and develop a model habitat for humans to live on Mars. Together with their families participants gain first-hand knowledge of IT/STEM career and educational pathways. In addition to youth outcomes, the adults associated with this project are better prepared to positively influence IT/STEM learning experiences for under-represented youth. The evaluation measures participant content knowledge, attitudes and interest in IT/STEM subjects, workplace skills and intentions to pursue IT/STEM educational and career pathways to understand participant reactions, learning, transfer and results. Informal curricula developed through this project, field-tested with youth at Boys & Girls Clubs and youth at Arizona Science Center will be available on the project website.
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TEAM MEMBERS:
Tirupalavanam GaneshMonica ElserStephen KrauseDale BakerSharon Robinson-Kurplus
This report presents a summary of findings from our evaluation and conclusions that may carry broader implications. The audience for this report includes The National Science Foundation (NSF) and other funders (particularly science research funders), the leadership and staff of Nanotechnology: the Convergence of Science and Society project partners, and the informal science education field. The main body of the report is organized into two sections. The first section discusses the project's logic model, or theory of action and frames what the project set out to do and how. The project's
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TEAM MEMBERS:
Mark St. JohnPamela CastoriOregon Public BroadcastingJudy Hirabayashi