Skip to main content

Community Repository Search Results

resource evaluation Public Programs
This document summarizes lessons learned from implementing Leap into Science: Cultivating a National Network for Informal Science and Literacy (Leap into Science) from 2017-2023.
DATE:
TEAM MEMBERS: Sara Greller Karen Peterson Sheila James Erin Stafford Darryl Williams Emily Early Sharon Rollins Andrea Foster
resource evaluation Public Programs
The following summative report describes overarching evaluation findings from the evaluation of Leap into Science, including future considerations for the Leap into Science program team (program team). The report aims to summarize takeaways from 2018-2023 and report on overall insights pertaining to the core evaluation questions of interest.
DATE:
TEAM MEMBERS:
resource research Public Programs
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
DATE:
TEAM MEMBERS: Todd Boyette Janice Anderson Jill Hamm Crystal Harden
resource research Public Programs
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
DATE:
TEAM MEMBERS: Ricarose Roque Mike Petrich Karen Wilkinson Natalie Rusk Caitlin Martin Rupal Jain Sebastian Martin
resource research Informal/Formal Connections
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
DATE:
TEAM MEMBERS: Laura Conner Carrie Tzou Blakely Tsurusaki Mareca Guthrie
resource research Public Programs
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
DATE:
TEAM MEMBERS: April Caldwell Tara Cox Emily Early Erin Stafford
resource research Informal/Formal Connections
Informal STEM learning experiences (ISLEs), such as participating in science, computing, and engineering clubs and camps, have been associated with the development of youth’s science, technology, engineering, and mathematics interests and career aspirations. However, research on ISLEs predominantly focuses on institutional settings such as museums and science centers, which are often discursively inaccessible to youth who identify with minoritized demographic groups. Using latent class analysis, we identify five general profiles (i.e., classes) of childhood participation in ISLEs from data
DATE:
TEAM MEMBERS: Remy Dou Heidi Cian Zahra Hazari Philip Sadler Gerhard Sonnert
resource research Public Programs
This poster was presented at the 2021 NSF AISL Awardee Meeting. Many informal learning institutions use STEAM approaches to engage diverse learners. Our project aims to support educators in libraries, museums, and after school programs through a STEAM professional development (PD) series. Our PD approach is centered around a set of core STEAM practices that prioritize STEAM mindset and identity work. Participants engage in exemplar activities and design new experiences for their specific teaching and learning contexts. The series involves in- person sessions, online training, and team
DATE:
TEAM MEMBERS: Laura Conner Blakely Tsurusaki Carrie Tzou Mareca Guthrie Stephen Pompea Perrin Teal-Sullivan
resource project Media and Technology
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Despite the rich scientific evidence of adaptations and their evolutionary basis, there are concerning public misconceptions about evolution, processes of natural selection, and adaptations in the biodiverse world. Such misconceptions begin early. Younger elementary school children are often resistant to the idea that one “kind” of animal could descend from a completely different kind of animal, and they see features as having always existed. Other misconceptions lead to an inaccurate belief that changes in individual organisms acquired in a lifetime are passed directly on to offspring or that entire populations transform as a whole. These cognitive biases and "intuitive” misunderstandings can persist into adulthood. This Innovations in Development project will counter that narrative through an informal science project focusing on the blue whale one of nature’s most spectacular stories of adaptation. It is a species that lives life at extremes: a long-distance migrator, a deep diver, an extravagant eater, the largest animal to ever exist. With its awe-inspiring size and rich mosaic of anatomical, physiological, and behavioral specializations, it serves as a bridge to an enriched understanding of universal concepts in elementary biology and can begin to dispel the deeply rooted misconceptions. The project deliverables include a giant screen film documenting the field work of research scientists studying the blue whales in the Indian Ocean and Gulf of Mexico; multi-platform educational modules and programs that will build on the blue whale content from the film for use in science center programs and rural libraries; and professional development webinars that will offer content utilization and presentation skills for ISE facilitators. Project partners include California Science Center, STAR Library Education Network, HHMI Tangled Bank Studios and SK Films.

The external evaluation studies will gather data from 20 participating rural libraries and 6 science museums. A formative evaluation of the film will be conducted in a giant screen theater setting with 75 families. After viewing a fine-cut version of the film they will complete age-appropriate post-viewing surveys on the film’s engagement, storytelling, content appeal and clarity, and learning value in communicating key science concepts. An external summative evaluation will include three studies. Study 1 will assess the implementation of the project at the 26 organizations, addressing the question: To what extent is the project implemented as envisioned in the libraries and science center settings? Baseline information will be collected, and later partners will complete post-grant surveys to report on their actual implementation of the project elements. In addition, the study will examine outcomes relating to professional development. Study 2 will be an evaluation of the film as experienced by 400 youth and parents in science centers and examining the question: To what extent does experiencing the film engage youth and parents and affect their interest, curiosity, and knowledge of blue whales, adaptations, and the scientific process? Study 3 will examine: To what extent and how does experiencing an educational module (virtual field trips, hands on activities, augmented reality) affect youth and parents’ interest, curiosity, and knowledge of adaptations and scientific process?
DATE: -
TEAM MEMBERS: Charles Kopczak Gretchen Bazela
resource project Public Programs
There is a national need to expand opportunities to learn coding and computational thinking in informal science, technology, engineering, and mathematics (STEM) education. These skills are increasingly needed in STEM disciplines. As young people learn to code, they engage in computational thinking concepts and practices which are problem solving strategies that include repeated process (iterative) design skills. This project promotes innovation by designing and developing activities for tinkering spaces (a space filled with materials for hands-on exploration of STEM) combined with coding in informal learning organizations such as museums, and community centers. The project supports both tinkering and making as methods to meaningfully incorporate computational thinking in STEM learning experiences. The tinkering approach to learning is characterized by hands-on, trial and error engagement. Making is similar to tinkering with additional attention to learning with peer groups. The long-term goal of the project is to enable informal educators to engage in STEM programming with youth and families from underrepresented groups. The project brings together interdisciplinary teams from the Department of Information Science at the University of Colorado Boulder (CU Boulder), the Tinkering Studio at the Exploratorium, and the Lifelong Kindergarten research group at the Massachusetts Institution of Technology. In collaboration with local partner sites, the project team will design and disseminate a collection of six computational tinkering activity areas that engage learners in creative explorations using a combination of physical objects and computational code. The team will develop visual coding "microworlds" for each of the activity areas, specialized sets of coding blocks designed to provide scaffolding. Additionally, the project team will design and develop facilitation guides to document these activities and facilitation strategies, as well as workshops to better support facilitators in making and tinkering spaces.

The project enhances knowledge building through investigations of what instructional supports informal educators need to develop effective facilitation practices that engage underrepresented youth and families in STEM computational learning experiences. Study participants will include informal educators in museum, library, and community-based settings with varying backgrounds and experiences facilitating computing activities. The project team will also engage youth and families from underrepresented groups through collaborative efforts with community-based partners. Research questions include: 1) What challenges and barriers do informal learning educator, face to engage their learners in design-based activities with computing? 2) What supports informal learning educators to take on key facilitation practices that support children and families in computational tinkering activities? 3) In jointly engaging in these computational tinkering activities, how do the activities and informal learning educators? facilitation of these activities impact children's and families' development of computational tinkering and identities as creators and learners with computing? To answer these research questions the project will use qualitative ethnographic methods to study the developing interactions between learners and facilitators at three local sites. Comparative case studies of facilitators across the local partner sites will also be used to examine what supports facilitators to take on key facilitation practices. Data sources will include participant observation of facilitators and families, documentation in the form of photos, videos, and audio recordings, project artifacts, bi-monthly short surveys with reflective prompts, and interviews with facilitators and families.

This award 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.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings.

This RAPID was submitted in response to the NSF Dear Colleague letter related to the COVID-19 pandemic. This award is made by the AISL program in the Division of Research on Learning, using funds from the Coronavirus Aid, Relief, and Economic Security (CARES) Act. The project will develop and research an integrated package of high-quality, widely accessible media and other outreach materials designed to engage middle school youth, educators, and libraries in learning about viruses in relation to COVID-19. There is an immediate need to provide youth with accurate, engaging, and accessible materials to help them understand the basic biology underlying the COVID-19 pandemic, including the routes of COVID-19 transmission and mechanisms to prevent its spread. This is particularly important for those without science backgrounds or interests so that the rumors, hearsay, and gossip circulating among youth can be replaced with research-based information. Since 2007, the project team and partners have focused on developing and studying new ways of educating youth and the public about biology, virology, and infectious disease. The project will develop a web-accessible package of customizable graphics, illustrated stories, and essays--all of which can be easily incorporated into free-choice and directed on-line learning as well standards-based lesson plans for Grades 6-8. These resources will be disseminated broadly and at no cost to youth and educators of all kinds, including schools, libraries, museums, and other established networks for formal and informal science education. The project web package will be linked to multiple websites that serve as important educational resources on science and virology for youth, the general public, and educators. A prominent university press will publish and promote the illustrated stories and support distribution of 7,000 free copies.

The project will conduct research examining how richly-illustrated science narratives impact youth understanding of and curiosity about science. The research will help develop the foundation for better understanding how to educate youth about COVID-19 (and future pandemics) while generating new knowledge about effective methods for public science outreach during a major unanticipated natural event. For formative evaluation, the project will use an innovative rapid response feedback method. Youth will be invited to provide timely, specific comments on the serialized stories through a curated portal. As new excerpts are related online, different questions will be posed to youth who are selected because of specific characteristics (e.g., low or high initial science interest). These data will guide story development in real time and provide a mechanism to gauge the story appeal, comprehensibility, and initial impacts. The project will address two research questions: (1) How effective are illustrated stories in having positive impacts among participants on COVID-19 knowledge, science identity, attitudes, and interest in science careers?; and (2) How do story lines and characters have differential impacts on virus knowledge, epidemiology, and youth attitudes towards science and science careers? To conduct this research, the project will conduct online surveys using adapted items from prior research conducted by the project team. Additional items will assess COVID-19 knowledge, attitudes, personal experiences with the virus, well-being, and exposure to public health messaging about the virus. Research findings will be shared widely to inform the field about new ways delivering science education content during the advent of rapidly evolving global and educational challenges.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Judy Diamond Julia McQuillan Patricia Wonch Hill Elizabeth VanWormer
resource research Media and Technology
The Year in ISE is a slidedoc designed to track and characterize field growth, change and impact, important publications, and current topics in ISE in 2018. Use it to inform new strategies, find potential collaborators for your projects, and support proposal development. Scope This slidedoc highlights a selection of developments and resources in 2018 that were notable and potentially useful for the informal STEM education field. It is not intended to be comprehensive or exhaustive, nor to provide endorsement. To manage the scope and length, we have focused on meta analyses, consensus reports
DATE:
TEAM MEMBERS: James Bell