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resource research Public Programs
This white paper is the product of the CAISE Formal-Informal Partnerships Inquiry Group, which began work during a July 2008 ISE Summit organized by CAISE. Their examination of what the authors call "the hybrid nature of formal-informal collaborations" draws on relevant theoretical perspectives and a series of case studies to highlight ways in which the affordances of formal and informal settings can be combined and leveraged to create rich, compelling, authentic, and engaging science that can be systematically developed over time and settings.
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TEAM MEMBERS: Center for Advancement of Informal Science Education (CAISE) Bronwyn Bevan Justin Dillon George Hein Maritza Macdonald Vera Michalchik Diane Miller Dolores Root Lorna Rudder-Kilkenny MARIA XANTHOUDAKI Susan Yoon
resource research Media and Technology
Inclusion, Disabilities, and Informal Science Learning, a report by the CAISE Access Inquiry Group, sets forth a framework for changing this inequity. This white paper offers a theoretical framework for thinking about inclusion of people with disabilities in informal science education (ISE), then reviews current practice in museums (broadly defined), in media and technology, and in youth and community programs. While "investigations located a number of projects, initiatives, and organizations that have sought greater inclusion of people with disabilities in ISE," the report concludes, "these
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TEAM MEMBERS: CAISE Access Inquiry Group Christine Reich Jeremy Price Ellen Rubin Mary Ann Steiner
resource project Public Programs
This collaboration between the Franklin Institute and the Free Library of Philadelphia Foundation identifies the role of crucial intermediaries in the science learning of children and points to the opportunities offered through a museum and library partnership to provide engaging science resources in under-resourced communities where many adults lack science expertise and confidence. Through an emphasis on literacy and science, LEAP into Science builds the capacity of after school leaders, teens and parents to be competent science learners and facilitators and to connect science centers, parents and libraries in support of the science learning and achievement of children. Project features include a workshop model for families with K-4 children, enrichment sessions for after school students, family events at the museum, professional development for library and after school youth staff, and a national expansion conference. The conference introduces the project to potential national implementation sites. Case studies of sites from this conference inform a research study investigating the obstacles, modifications and necessary support to initiate and sustain the program model. The formative and summative evaluation measure the impact of this program on children, parents, librarians, and teen workers at the libraries. Fifty-three Philadelphia libraries in addition to libraries in three cities selected from the implementation conference have a direct program impact on 10,000 people nationally, including 300 after school facilitators and children's librarians.
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TEAM MEMBERS: Dale McCreedy Christine Caputo
resource project Media and Technology
WGBH is producing Seasons II and III of ZOOM, a television series featuring kids that gives viewers in the 8- to 11-year-old range a chance to explore, experiment, and share their creativity with the world. Each season would consist of 40, daily, half-hour shows -- each including a number of science and/or mathematics segments. A unique aspect of ZOOM is that every idea and activity on the show comes from a child who writes or e-mails the show and who is credited on-air for his or her contribution. Production staff and a working group of advisors with expertise in science and math education take these raw ideas and develop them into program segments and outreach projects designed to encourage "habits of mind" -- a set of problem-solving skills and dispositions toward science and math that has been developed in concert with the advisors. Three over-arching science and math-based themes also guide the way science and math are presented over the course of a season. Outreach for Seasons II and III will build on the solid base of outreach developed for Season I, and will consist of: ZOOMerang: Every child who communicates with ZOOM will get something back such as a compilation of science and math activities, jokes, poems, recipes and a series update. ClubZOOM: A set of standards-based science and math activities will be developed along with guidance for how to create after-school clubs. This effort will be pilot tested at 20 sites. ZOOMzones: These are areas in science-technology centers and museums that are devoted to ZOOM and include opportunities for youth and families to interact with science and math content featured on ZOOM. Ten pilot ZOOMzone sites were developed for Season I (from 80 applications). The number of ZOOMzones will be increased and continuing support will be offered to existing sites during Seasons II and III. ZOOMdays: During Season III, WGBH will develop ZOOMdays at shopping malls to reach youth who may not have access to ZOOMzones or ClubZOOM. ZOOMweb site: This web site provides an outreach extension to the TV series by collecting and sharing submissions; illustrating and producing science and math activities; creating a ZOOM community; providing research links to other sites; and aiding adults who are interested in furthering ZOOM's science and math activities in their homes, classrooms, museums and after-school programs.
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TEAM MEMBERS: Brigid Sullivan Kate Taylor
resource project Public Programs
The St. Louis Science Center, in collaboration with the City College of New York and the Science Museum of Minnesota, will combine their considerable expertise with youth programs to create new opportunities for after-school STEM learning. Teens, ages 14-17, currently participating in the "Youth Exploring Science" program at the St. Louis Science Center and the Youth Science Center at the Science Museum of Minnesota will receive intensive training to prepare them to assume the role of lead designers of Learning Places that will be created in nine-after school programs in St. Louis and St. Paul. "Learning Places" are educational environments supported by hands-on activities and innovative strategies that integrate science, mathematics and technology into after-school programs. In the final year of the grant the project will be disseminated to five museums across the US including the Pacific Science Center (Seattle, WA), Headwaters Science Center (Bemidji, MN), Explora (Albuquerque, NM), and Sciencenter (Ithica, NY). Youth program staff, and staff and administrators in after-school programs and partnering museums will also benefit from training and professional development. Deliverables include 27 "Learning Places," a teen training program, a Resource Guide for implementation and research contributions to the field.
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TEAM MEMBERS: Diane Miller Gary Benenson Holly Hughes Mary Ann Steiner Theresa Stets Christine (Kit) Klein
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 project Media and Technology
The Educational Broadcasting Corporation (WNET, New York) is producing 14 half-hour episodes of "Cyberchase," with accompanying outreach, to extend the new animated television series into a second season. " Cyberchase," which began airing on PBS in January, 2002, engages children ages eight to eleven years old in the fun and challenge of mathematics. Its goal is to demonstrate the usefulness of mathematics and empower children to become mathematical problem-solvers by fostering a positive attitude toward mathematics, reinforcing basic mathematics concepts, modeling reasoning skills and motivating children to approach mathematics with confidence. The funds will also support the design and implementation of an outreach program, including materials for parents; a workshop activity kit for schools, libraries and museums; and ten pilot after-school programs. Specifically, outreach components include: A web component that provides mathematical activities and content for the target audience and their parents; A 12-page Cyberchase Magazine (50,000 copies); A 20-page Teacher's Guide (15,000 copies); Collector Cards (50,000 sets of six cards each); and a Poster Peer review, extensive evaluation and a national advisory board will inform all components.
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TEAM MEMBERS: Sandra Sheppard Carey Bolster Michael Templeton Barbara Flagg
resource project Public Programs
Voyage of Discovery is a comprehensive and innovative project designed to provide K-12 youth in Baltimore City with an introduction to mathematics, engineering, technology, environmental science, and computer and information science, as it relates to the maritime and aerospace industries. The Sankofa Institute, in partnership with the Living Classrooms Foundation and a host of marine, informal science, community, and educational organizations, collaborate to make science relevant for inner-city youth by infusing science across the curriculum and by addressing aspects of history and culture. Youth are introduced to historical, current, and future innovations in shipbuilding as a means to learn the science, mathematics, and history associated with navigation, transportation, environmental science, and shipping. Activities will take place at the Frederick Douglass-Isaac Myers Maritime Park and Museum where students participate in intensive afterschool, Saturday, and summer sessions. Families are invited for pre-session orientation meetings and again at the end of each session to observe student progress. This project will provide over 3,900 K-12 youth with the opportunity to learn mathematics (algebra, geometry, and trigonometry), physics (gravity, density, mechanics), design, and estuarine biology while participating in hands-on sessions. Project deliverables include a 26-foot wooden boat, a working model of a dirigible, a submarine model, and pilot control panel models, all constructed by students and subsequently incorporated into exhibits at the USS Constellation Museum. The project also results in the production of two curricula--one each on celestial navigation and propulsion. Voyage of Discovery informs the literature on inquiry-based informal science education programs and strategies to engage minority and low-income youth in learning science and technology.
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TEAM MEMBERS: Sandra Parker Scott Raymond
resource project Public Programs
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 project leverages ongoing longitudinal research to investigate whether, and if so how, youth from ages 10 to 15 in a diverse, under-resourced urban community become interested and engaged in STEM. The project addresses a global issue; fewer youth choose to major in scientific fields or take science coursework at high school or university levels. These declining numbers result in fewer STEM professionals and fewer scientifically literate citizens who are able to function successfully in an increasingly scientific and technological society. These declines are observed for youth as a whole, but are most pronounced for girls and particular non-white ethnic minorities. Data collected from youth in this community of study, including non-white ethnic minorities, mirrors this decline. NSF funding will support a five-year systematic and systemic process in which project researchers work collaboratively with existing informal and formal educational partners (e.g., museums, libraries, afterschool providers, schools) to develop sets of customized, connected, and coordinated learning interventions, in and out of school, for youth with different backgrounds, needs, and interests, all with the goal of averting or dampening this decline of STEM interest and participation during early adolescence. In addition to new research and community STEM networks, this project will result in a Community Toolkit that includes research instruments and documentation of network-building strategies for use by other researchers and practitioners nationally and internationally. This mixed methods exploratory study has two distinct but interrelated populations - youth and educators from across informal and formal institutions. To develop a clearer understanding of the factors that influence youths' STEM interest development over time, particularly among three youth STEM Interest Profiles identified in a secondary analysis (1-Dislike Math, 2-Like all STEM, 3-Dislike all STEM), the design combines surveys with in-depth interviews and observations. To study educators and institutions, researchers will combine interviews, focus groups, and observations to better understand factors that influence community-wide, data-driven approaches to supporting youth interest development. Research will be conducted in three phases with the goal of community-level change in youth STEM interest and participation. In Phase 1 (Years 1 & 2) four educational partners will develop interventions for a 6th and 7th grade youth cohort that will be iteratively refined through a design-based approach. Educational partners and researchers will meet to review and discuss interest and participation data and use these data to select content, as well as plan activities and strategies within their programs (using a simplified form of conjecture mapping). By Phase 2 (Years 3 & 4) four additional partners will be included, more closely modeling the complex system of the community. With support from researchers support and existing partners, new educational partners will similarly review and discuss data, using these to select content, as well as plan activities consistent with program goals and strategies. Additional interventions will be implemented by the new partners and further assessed and refined with a new 6th and 7th grade cohort, along with the existing interventions of the first four partners. In Phase 3 (Year 5) data will be collected on pre-post community-level changes in STEM interest and participation and the perceived effectiveness of this approach for youth. These data will inform future studies.
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resource project Media and Technology
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
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TEAM MEMBERS: Michael Horn
resource project Media and Technology
Through "Addressing the Science of Really Gross Things: Engaging Young Learners in Biomedical Science Through a Fulldome Planetarium Show and Supporting Curricula," Morehead Planetarium and Science Center at the University of North Carolina at Chapel Hill, in close collaboration with NIH-funded researchers at the UNC and a leading children's book author, will develop an informal science education media project and a suite of hands-on, inquiry-based curricula based on the media project for use in science centers, museums and schools. This project will build the pipeline of future researchers and create awareness of NIH-funded research by generating interest and excitement among children age 9-13 in the health sciences and related careers and building their science content knowledge. To achieve the objective, the investigators will develop a fulldome planetarium show; create correlating curricula for summer camps, afterschool programs, scout programs, science center field trips, science clubs and schools; and produce a DVD highlighting careers in the health sciences. In addition, the project will use several methods to target populations traditionally underrepresented in the biomedical fields, including featuring professionals from underrepresented populations in the multimedia and curricula products, making outreach visits to counties with large populations traditionally underrepresented in health science research careers, and producing a Spanish-language version of the products. The use of a known brand, "Grossology," is an innovative way to connect to children in the target age range and to encourage the informal science education community to embrace health-science content in their fulldome theaters. In addition, the project's hub-and-spoke approach further encourages adoption of this programming by providing informal science venues with both an engaging experience (hub) and the supporting curricula (the spokes) that is necessary to extend the show's potential for having significant educational impact. A strong project team maximizes the project's likelihood for success. The team includes fulldome producers and educators from Morehead and NIH-funded researchers with expertise in appropriate science content areas. In addition, the investigators have created a network of consultants, advisory board members and evaluators that will create feedback loops designed to ensure high-quality, scientifically-accurate, educationally-effective products. The investigators will use a combination of free and revenue-based dissemination strategies to ensure that the products of this award are broadly distributed. These strategies hold significant promise for creating broad use of this project's products in the nation's science centers, museums and classrooms.
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TEAM MEMBERS: Denise Young
resource project Media and Technology
The American Museum of Natural History requests SEPA support for a five-year development and implementation project entitled "Human Health and 'Human Bulletins': Scientists and Teens Explore Health Sciences in the Museum and World At Large." The program has three complementary components: (1) the development of 7 new productions for the Museum's digital media/documentary exhibition program, Human Bulletins http://sciencebulletins.amnh.org) featuring the newest health-related research; (2) a mini-course, entitled Hot Topics in Health Research NOW, an intensive after school program covering genetics, epidemiology, human health and human evolution, including a section on ethics in research; and (3) A "drop-in" Human Bulletins Science Club, where students meet monthly to watch a Human Bulletin visual news program, engage in informal discussions with significant researchers in the fields of evolutionary science and human health. The main goals of this project are: (1) to inform young people about emerging health-related research by using the Human Bulletins as core content for programming and points of engagement; (2) to promote a life-long interest in science among participants by teaching them how health-related science research could potentially affect them or their families; (3) to empower teens to critically assess the science presented to them in the Museum and in the world at large by teaching them to break down the "information bytes" of the Human Bulletins and to analyze how stories are presented visually and how to find answers to questions raised by the Bulletins; (4) for the young people in the program to see themselves as participants in the Museum by developing "mentor" relationships with Museum staff. This will allow students to see AMNH as an enduring institution to be used as a resource throughout their education and careers; and (5) to give students the means to envision themselves with future careers in science, research and in museums (thus fostering new generation of culturally-diverse, culturally enriched scientific leaders) by introducing them to scientists in an informal setting where there are no consequences for making mistakes or asking questions. The students will be given "behind the scenes" looks at new career options through the scientists featured in the Bulletins and the NIH funded researchers on the Advisory Board presenting at the informal sessions. Ultimately, the project aims to give students to critically process the information they receive about public health, see the relevance of human health science to their lives and pursue careers in health science. All of these skills are measurable through formative and summative evaluation. This project will teach young people to understand information about public health that is presented to them through visual and popular media as well as through formal scientific texts. It will also teach them to think about how human health sciences impact their lives and how the decisions they make impact larger human health. Finally, the program will also encourage students to pursue careers and further information about public health.
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TEAM MEMBERS: Monique Scott