Broadening participation efforts need to move beyond the programmatic to the institutional. Embedding inclusion throughout an organization’s operations will lead to more comprehensive, better supported, and more impactful and sustainable results.
About this resource:
This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help informal STEM education (ISE) and science communication groups reflect on and strengthen their efforts to broaden participation in STEM. It is part of a larger professional development toolkit, developed for those who lead staff
Science educators and communicators must value and appreciate science that already takes place in the community, which may look different than traditional (school-like) representations of science, which have historically excluded many communities. "Community science programs" are designed by community members to advance community priorities and recognize that communities themselves—not just the nearby universities or research labs—are rich with people, resources, and practices that make up science in everyday life.
About this resource:
This is a practice brief produced by CAISE's
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TEAM MEMBERS:
Angela Calabrese BartonEdna TanDaniel BirminghamCarmen TurnerCenter for Advancement of Informal Science Education (CAISE)
Organizations, institutions, or initiatives often do not engage these influential adults as effectively as they might, nor are they always sensitive to the perspectives, needs, and expertise that caregivers bring to the activities in which their children participate. STEM educators and science communicators can better support youth when they effectively engage parents in relevant aspects of the work by considering whether parents are part of the intended audience and if so, how they can participate.
About this resource:
This is a practice brief produced by CAISE's Broadening
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TEAM MEMBERS:
Dale McCreedyMicaela BalzerBhaskar UpadhyayCenter for Advancement of Informal Science Education (CAISE)
Many communities are adopting a “STEM learning ecosystem” approach to identify and map those settings and time frames, to enrich and reinforce opportunities within them, and to broaden participation in STEM. Science communicators and STEM educators can increase the relevance and inclusiveness of their programs by making explicit connections between the programs they offer and additional or ongoing opportunities learners can pursue in the local STEM learning ecosystem.
About this resource:
This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help
Science communication that connects STEM-based professionals with various publics are often designed and implemented with a range of multiple outcomes in mind which can influence the effectiveness of engagement efforts. Scientists, science communicators, and STEM professionals can be more effective at engaging diverse audiences if they align their engagement strategies with their communication goals and target audience.
About this resource:
This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help informal STEM education (ISE) and science
The varied and diverse ways in which people engage with STEM are often not acknowledged due to the historical representation of STEM in school, industry, and society. These cultural models of “who does STEM” discourage many who don’t identify as male and/ or white, or who don’t see themselves as highly intelligent, from choosing or identifying with STEM. To broaden participation, the field needs to define STEM more comprehensively so that people can recognize the ways they already engage in, use, and contribute to STEM disciplines, even if they don’t conform to cultural stereotypes associated
When everybody engaging in STEM is expected to adhere to dominant cultural norms established by the populations that have historically participated in and institutionalized STEM—that is, male, white, western, and privileged, some may feel like outsiders, even though others will find them familiar and comfortable. This can shape perceptions about who has expertise and/or belongs in STEM fields. STEM programs and science representations must encourage and support participation by leveraging audiences' personal experiences and cultural practices.
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This is a practice
Science communicators and educators need strategies to account for the differences in ways that learners build on prior knowledge and experiences, and position these differences as strengths, rather than as weaknesses. Science communicators and STEM educators can more effectively engage their audiences by applying asset-based approaches in their activities and strategies.
About this resource:
This is a practice brief produced by CAISE's Broadening Participation in STEM Task Force to help informal STEM education (ISE) and science communication groups reflect on and strengthen their
DATE:
TEAM MEMBERS:
Raychelle BurksSunshine MenezesCenter for Advancement of Informal Science Education (CAISE)
Though many communities are now undertaking collective efforts to transform who participates in science, technology, engineering, and math (STEM), the informal science education and science communication sectors are largely peripheral to these initiatives.
A task force assembled by the Center for the Advancement of Informal STEM Education (CAISE) spent 18 months examining how the public engagement with STEM sector typically presents and represents STEM, and deliberated on whether or not it does so in truly inclusive ways that can contribute to efforts to broaden participation. In this
To help informal STEM education (ISE) and science communication groups reflect on and strengthen their efforts to broaden participation in STEM, CAISE’s Broadening Participation in STEM Task Force developed a suite of professional development tools.
If you are a staff leader or trainer working on broadening participation, these resources can help support your work. You can use them to plan and lead reflective discussions about current practices, with an eye to developing goals, strategies, and priorities that can make your ISE and science communication work more inclusive.
Toolkit
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.
Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
This report summarizes evaluative findings from Computational Thinking in Ecosystems project, and the resulting product, i.e., a functional draft of a game called “The Pack.” Evaluative efforts included gathering feedback from key stakeholders—including members of the design based research (DBR) team members at the New York Hall of Science (NYSCI) along with advisors and project partners— about the game and the DBR process, as well as an independent assessment of the game via feedback from educators and a round of play-testing with youth.