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resource project Public Programs
Clark Planetarium will partner with the Salt Lake County Library System to extend STEM education for adolescent audiences throughout the regional community. The planetarium will create STEM classes in up to 18 different county libraries, with up to four library activity sessions each week. With each activity session, the project will engage middle school and high school aged participants in hands-on science, technology, and engineering activities that explore complex concepts and principles through simulations of robotic missions. Each visit will engage learners in STEM-focused activities that emphasize group work such as building robots, collecting and analyzing data, and solving problems. Over the span of three years, the project will reach over 7,700 teens. The Utah Education Policy Center will use observation, program records, and a brief online survey to measure the program's impact on STEM interest and improvement in confidence, attitudes, and behavioral intentions around STEM.
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TEAM MEMBERS: Stephanie McGinnis
resource project Public Programs
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by bringing together youth (grades 2-5), their families, librarians, and professional engineers in an informal environment centered on engaging youth with age-appropriate, technology-rich STEM learning experiences fundamental to the engineering design process. The overarching aim is to better understand how youth's learning preferences or dispositions relate to their STEM learning experiences. It also seeks to build community members' capacity to inspire and educate youth about STEM careers. The project team includes the Space Science Institute's (SSI) National Center for Interactive Learning (NCIL), the University of Virginia (UVA) and the American Society of Civil Engineers (ASCE). This team builds on the scope and reach of a prior NSF-funded project called the STAR Library Education Network (STAR_Net). As an extension of this prior work, Project BUILD will collaborate with 6 public libraries (3 urban and 3 rural) and their local ASCE Branches. Two libraries have been selected to serve as pilots: High Plains Public Library in Colorado and the African-American Research Library and Cultural Center in Florida. All partner libraries will develop a plan for recruiting participants from groups currently underrepresented in STEM professions. Project BUILD's specific aims are to 1) Engage underserved audiences, 2) Build the capacity of participating librarians and ASCE volunteers, 3) Increase interest and engagement in STEM activities for youth in grades 2-5 and their families, and 4) Conduct a comprehensive education research project. Program components include the following: 1) Community Dialogue Events, 2) a Professional Development Program for partner librarians and ASCE volunteers, and 3) Development of a Technology-rich Programming Kit and Circulating STEM Kit program. Two research questions will be addressed: 1) What common factors might identify youth who engage in project activities and what factors might differentiate between youth who continue with program engagement and those who do not? and 2) What programmatic factors (i.e. design and composition of program activities, library recruitment, librarian engagement, professional engineer engagement, etc.) might influence youth's initial and continued engagement in project activities as well as youth's reported future career interests? An external evaluation will investigate the quality of the project's process as well as its impact and effectiveness. Benefits to the participating libraries' communities, library and engineering professionals, and the education community will be achieved through 1) Community Dialogue events; 2) Library and Librarian Outreach; 3) ASCE Outreach; and 4) Publication of Research and Evaluation results.

Project build website- https://www.starnetlibraries.org/about/our-projects/project-build/
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TEAM MEMBERS: Paul Dusenbery Robert Tai Keliann LaConte Jeannine Finton
resource research Exhibitions
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. STAR Library Education Network (STAR_Net) is a national program led by the Space Science Institute’s National Center for Interactive Learning (NCIL). STAR stands for Science-Technology Activities and Resources (www.starnetlibraries.org). Core partners include the American Library Association, Lunar and Planetary Institute, and the National Girls Collaborative Project. Other partners include the National Academy of Engineering, Engineers Without Borders-USA, IEEE-USA, the National Renewable Energy Lab, American Geophysical
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TEAM MEMBERS: SPACE SCIENCE INSTITUTE/National Center for Interactive Learning Paul Dusenbery
resource project Media and Technology
The Expanding Children’s Interest through Experiential Learning (EXCITE) Project will target K-8th students in expanded learning programs to increase ongoing NASA STEM informal education opportunities for organizations that serve primarily underrepresented and underserved student populations. The AERO Institute will leverage existing collaborations to build capacity of participating organizations in NASA inspired STEM activities. Major partners include Navajo Nation in Arizona, the Beyond the Bell branch of the Los Angeles Unified School District, and the Region 8 of the California After School Program housed in the Ventura County of Education. In addition, the EXCITE Learning Project plans to work with libraries to broaden the scope and impact of NASA’s Education materials and opportunities within underrepresented and underserved local communities. AERO Education specialists will train educators and librarians using the Train-the-Trainer approach. The training sessions will be filmed and made available online via the AERO website and its network on YouTube so that educators and librarians can refresh their understanding as needed.
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TEAM MEMBERS: Susan Miller
resource project Media and Technology
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
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TEAM MEMBERS: Association of Science-Technology Centers Margaret Glass Amy Eshelman Korie Twiggs
resource project Media and Technology
WGBH Educational Foundation is requesting funds to produce 20 new shows and new outreach and Web activities for "ZOOM," which will be renamed "Hot Seat." "Hot Seat" is a daily half-hour PBS television series targeted to kids ages 8 to 11. Uniquely by and for kids, the program gives its viewers a chance to explore, to experiment and to share their creativity. The series, along with its far-reaching outreach, offers its audience an innovative curriculum that promotes the acquisition of basic math and science knowledge and the development of problem solving skills called "Habits of Mind." The intended impacts are to: (1) establish a project that uniquely integrates television, the Web and outreach as a model for how media can teach science and math; (2) engage kids and teach them science and math content and process skills; (3) provide curriculum and professional development to organizational partners. Innovation includes developing three new content areas for the series -- Invention, Space Science and Earth Science -- and evolving the project design by incorporating new production techniques that enhance the "reality factor" of the science programming. Outreach for the project will include printed materials for kids, families and educators. A new collaborative partnership is being developed with the American Library Association to help distribute the new afterschool curricula to librarians across the country. "Hot Seat" will support the existing network of "ZOOM" outreach partners and convert the museum "ZOOMzones" to "Hot Seat Spots." "ZOOM" currently is carried by 269 public broadcasting stations and is viewed by 4 million children each week.
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TEAM MEMBERS: Kate Taylor
resource evaluation Media and Technology
Intuitive Company researchers and evaluators assessed four components of the DUST Alternate Reality Game for potential reusability: 1) QTE Environment during Collapse, 2) Brain/Health Scanner Mobile App, 3) Microbe Web App, 4) Star Map Web App. We assessed reusability based on five variables (facilitation, user identification, digital access, player type, and timing) along a continuum of informal to formal learning contexts, from museums to after school programs to formal classroom settings. Our assessment revealed that the: 1. QTE Environment during the Collapse is most replayable in its
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TEAM MEMBERS: Brigham Young University, University of Maryland Jes Koepfler Nidhi Jalwal Victor Yocco