As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This Research in Service to Practice project will examine how a wide range of pre-college out-of-school-time activities facilitate or hinder females' participation in STEM fields in terms of interest, identity, and career choices. The study will address the ongoing problem that, despite females' persistence to degree once declaring a major in college, initially fewer females than males choose a STEM career path. To uncover what these factors might be, this study will look at the extent to which college freshmen's pre-college involvement in informal activities (e.g., science clubs, internships, shadowing of STEM professionals, museum-going, engineering competitions, citizen science pursuits, summer camps, and hobbies) is associated with their career aspirations and avocational STEM interests and pursuits. While deep-seated factors, originating in culture and gender socialization, sometimes lower females' interest in STEM throughout schooling, this study will examine the degree to which out-of-school-time involvement ameliorates the subtle messages females encounter about women and science that can interfere with their aspiration to a STEM careers.
The Social Cognitive Career Theory will serve as the theoretical framework to connect the development of interest in STEM with students' later career choices. An epidemiological approach will be used to test a wide range of hypotheses garnered from a review of relevant literature, face-to-face or telephone interviews with stakeholders, and retrospective online surveys of students. These hypotheses, as well as questions about the students' demographic background and in-school experiences, will be incorporated into the main empirical instrument, which will be a comprehensive paper-and-pencil survey to be administered in classes, such as English Composition, that are compulsory for both students with STEM interests and those without by 6500 students entering 40 large and small institutions of higher learning. Data analysis will proceed from descriptive statistics, such as contingency tables and correlation matrices, to multiple regression and hierarchical modeling that will link out-of-school-time experiences to STEM interest, identity, and career aspirations. Factor analysis will be used to combine individual out-of-school activities into indices. Propensity score weighting will be used to estimate causal effects in cases where out-of-school-time activities may be confounded with other factors. The expected products will be scholarly publications and presentations. Results will be disseminated to out-of-school-time providers and stakeholders, educators, and educational researchers through appropriate-level journals and national meetings and conferences. In addition, the Public Affairs and Information Office of the Harvard-Smithsonian Center for Astrophysics will assist with communicating results through mainstream media. Press releases will be available through academic outlets and Op-Ed pieces for newspapers. The expected outcome will be research-based evidence about which types of out-of-school STEM experiences may be effective in increasing young females' STEM interests. This information will be crucial to educators, service providers, as well as policy makers who work toward broadening the participation of females in STEM.
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TEAM MEMBERS:
Roy GouldPhilip SadlerGerhard Sonnert
Situated within the Advancing Informal STEM Learning program, this Research in Service to Practice award seeks to design, implement, and evaluate an intervention aimed at fostering a culture of productive failure practices. The project responds to a broad concern in educational research and practice: Experiences of failure are frequently so negative that students shut down, lose agency, and develop low self-efficacy and learned helplessness. Surrendering too quickly to obstacles is particularly unfortunate, given evidence that initially "getting it wrong" ultimately breeds deep and sustained learning. In order to learn how students can make the most of productive failure, the proposed project will study how a community of practice that includes middle school youth and their mentors attempts to change its handling of learning obstacles. Building on prior research documenting storytelling practices in an afterschool program, the team now aims to embolden young students' productive practices of failure storytelling in computer science, a field in which experts practice candid, pervasive, and collaborative discourse around errors ("bugs"). Pulling together the domains of narrative analysis, meta-cognitive reflection, and control theories of motivation, within the context of authentic computer-science debugging activity, this study develops a theoretical framework that views productive responses to failure as a discipline-specific process of reflecting as a community on how to locate obstacles, how to construct causal theories about why those obstacles emerged, and how to plan productive responses. A design-based research approach will investigate three questions: (1) What is the impact of the interventions on students and instructors' actions and discourse when they are debugging errors in computer code? (2) What is the impact of the interventions on students and instructors' reflections back on their prior debugging experiences and on failure in general? and (3) What is the impact of the instructor-development efforts on the instructors' capacity to foster students' productive attitudes toward failure? The study focus will be 15 summer and weekend coding workshops with 5th-8th grade students from populations typically under-represented in STEM. The interventions are (a) setting new norms and practices for debugging, (b) instructor education, and (c) coding software that provides students with feedback on their productive struggle. Data sources include video and audio recordings of the learning environment, artifacts produced during the activities, and semi-structured interviews. Measures will capture variations in debugging activities, reflections on debugging, students' ideas about grit and growth mindset, and instructors' struggles and successes with the new curriculum. The empirical results will consist of mixed-methods, micro-longitudinal accounts of how a community of practice works to reform its orientation to failure. The products of this work include empirical knowledge, theory, and curriculum about how learning communities help students develop robust and efficient responses to failure. These will be disseminated through journals, open-source software, and workshops/conferences for researchers and practitioners working with youth afterschool programs. The products may be useful for exploring practices in the classroom. This project is being conducted by the 9 Dots Community Learning Center, UCLA and UC Berkeley.
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TEAM MEMBERS:
Melissa ChenDor AbrahamsonNoel EnyedyFrancis SteenDavid DeLiema
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 for making in a variety of settings through the Enabling the Future of Making to Catalyze New Approaches in STEM Learning and Innovation Dear Colleague Letter. This Early Concept Grant for Exploratory Research (EAGER) will test an innovative approach to bringing making from primarily informal out-of-school contexts into formal science classrooms. While the literature base to support the positive outcomes and impacts of design-based making in informal settings at the K-12 level is emerging, to date, minimal studies have investigated the impacts of making design principles within formal contexts. If successful, this project would not only add to this gap in the literature base but would also present a novel model for bridging the successful engineering design practices of making and tinkering primarily found in informal science education into formal science education classrooms. The model would also demonstrate an innovative, highly interactive way to engage high school students and their teachers in engineering based design principles with immediate real-world applications, as the scientific instruments developed in this project could be integrated directly into science classrooms at relatively minimal costs.
Through a multi-phased design and implementation model, high school students and their teachers will engage deeply in making design principles through the design and development of their own scientific instruments using Arduino-compatible hardware and software. The first phase of the project will reflect a more traditional making experience with up to twenty high school students and their teachers participating in an after-school design making club, in this case, focused on the development and testing of scientific instrument prototypes. During the second phase of the project, the first effort to transpose the after school making experience to a more formalized experience will be tested with up to eight students selected to participate in two week summer research internships focused on scientific instrument design and development through making at Northwestern University. A two-day summer teacher workshop will also be held for high school teachers participating in the subsequent pilot study. The collective insights gleaned from the after school program, student internships, and teacher workshop will culminate to inform the full implementation of the formal classroom pilot study. The third and final phase will coalesce months of iterative, formative research, design and development, resulting in a comprehensive pilot investigation in up to seven high school physics classrooms.
Using a multi-phased, mixed methods exploratory design-based research approach, this 18-month EAGER will explore several salient research questions: (a) How and to what extent does the design & making of scientific instrumentation serve as useful tasks for learning important science and engineering knowledge, practices, and epistemologies? (b) How engaging is this making activity to learners of diverse abilities and prior interests? What can be generalized to other types of making activities? (c) How accessible is the Arduino hardware and coding environment to learners? What combination of hardware and software materials and tools best support accessibility and learning in this type of digital making activity? and (d) What types of scaffolding (for students and teachers) are required to support the effective use of maker materials and activities in a classroom setting? Structured interviews, artifacts, video recordings from visor cameras, student design logs, logfiles, and ethnographic field notes will be employed to garner data and address the research questions. Given the early stage of the proposed research, the dissemination of the findings will be limited to a few select journals, teacher forums and workshops, and professional conferences.
This EAGER is well-poised to directly impact up to 125 high school physics students (average= 25 students/class), approximately 7 high school physics teachers, 6-8 high school summer interns, nearly 20 high school students participating in the after-school design making club, and indirectly many more. The results of this EAGER could provide the basis and evidence needed to support a more robust, expanded future investigation to further substantiate the findings and build the case for similar efforts to bring making into formal science education contexts.
Over the past ten years, investments in infrastructure for informal STEM education and science communication have resulted in significant growth in the number and variety of resources and depth of expertise available to members of the STEM research community wishing to develop outreach, engagement and broader impacts activities. This report/white paper recounts some of the developments that led to the existing synergy between Informal STEM Education (ISE), science communication, and STEM research, provides examples of infrastructure and resources that support this work, and identifies areas of
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 develops and researches the integration of Peg + Cat (an animated, math-based PBS television series for preschoolers), accompanying digital media, and early childhood educator professional development (PD). PD is designed to enhance educators’ abilities to support preschoolers’ social-emotional learning in the context of math activities, and in turn, their interest and engagement in math. The project also includes recommendations for engaging
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. The project investigates how Co-generative Dlogue (cogen), a respectful conversation among students and scientists for improving teaching and learning, may produce more engaging and productive interactions and learning environments.
In Spring 2006, the Missouri Botanical Garden received a National Science Foundation grant to fund the LIONS program. LIONS trained educators from the St. Louis region, through professional development about place-based education, to deliver after school and summer programming to students grades 5 through 8. Since its inception, the LIONS program has included evaluation of program implementation and outcomes. There were dramatic changes in the scope of the program, which expanded beyond the originally targeted University City school district by adding additional schools recruited by LIONS
The University of Minnesota Extension (UME) contracted Garibay Group to conduct a summative evaluation of the Driven to Discover program (often referred to as D2D by youth participants and adult leaders) to assess how adult leaders in Informal Science Education (ISE) settings used the curriculum and citizen science projects as conduits to engage youth in scientific inquiry.
This report describes an evaluation of two educational programs that Iridescent offered with a grant from the National Science Foundation. These two programs were developed for youth and their families and were organized around open-ended Engineering Design Challenges. These are hands-on problem-solving activities supported by a web-based platform known as the Curiosity Machine. The Curiosity Machine and the Design Challenges were designed to work together to engage learners in fundamental physics and engineering concepts in fun and open-ended ways, while enhancing their curiosity, creativity
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) is conducting regional STEM workshops in partnership with local science museums, entitled NFB STEM2U, for blind youth [youth], grades 3 – 6 and 9-12. During this second regional workshop in Boston, the NFB operated two different programs simultaneously: one program for youth, and a second program for their parents/caregivers. A third program, for Boston Museum of Science staff, was conducted earlier to prepare the museum staff to assist with the youth program. A separate report will discuss the
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) is conducting regional STEM workshops in partnership with local science museums, entitled NFB STEM2U, for blind youth [youth], grades 3 – 6 and 9-12. During the third regional workshop in Columbus, Ohio, the NFB operated two different programs simultaneously: one program for youth, and a second program for their parents/caregivers. A third program, for COSI (science center) staff, was conducted earlier to prepare the museum staff to assist with the youth program. A separate report will discuss
The University of Alaska Fairbanks will partner with the National Optical and Astronomy Observatory, the University of Alaska Museum of the North, and the University of Washington-Bothell to bring biomaterials, optics, photonics, and nanotechnology content, art infused experiences, and career awareness to art-interested girls. This full scale development project, Project STEAM, will explore the intersections between biology, physics, and art using advanced technologies at the nano to macro scale levels. Middle school girls from predominately underrepresented Alaskan Native, Native American (Tohono O'odham, Pascula Yaqui) and Hispanic groups, their families, teachers, and Girl Scout Troop Leaders in two site locations- Anchorage, Alaska and Tucson, Arizona will participate in the project. Centered on the theme "Colors of Nature," Project STEAM will engage girls in science activities designed to enhance STEM learning and visual-spatial skills. Using advanced technologies, approximately 240 girls enrolled in the Summer Academy over the project duration will work with women scientist mentors, teachers, and Girl Scout Troop Leaders to create artistic representations of natural objects observed at the nano and macro scale levels. Forty girls will participate in the Summer Academy in year one (20 girls per site- Alaska and Arizona). In consequent years, approximately180 girls will participate in the Academy (30 girls per site). Another 1,500 girls are expected to be reached through their Girl Scout Troop Leaders (n=15) who will be trained to deliver a modified version of the program using specialized curriculum kits. In addition, over 6,000 girls and their families are expected to attend Project STEAM Science Cafe events held at local informal science education institutions at each site during the academic year. In conjunction with the programmatic activities, a research investigation will be conducted to study the impact of the program on girls' science identity. Participant discourse, pre and post assessments, and observed engagement with the scientific and artistic ideas and tools presented will be examined and analyzed. A mixed methods approach will also be employed for the formative and summative evaluations, which will be conducted by The Goldstream Group. Ultimately, the project endeavors to increase STEM learning and interest through art, build capacity through professional development, advance the research base on girls' science identity and inspire and interest girls in STEM careers.