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resource project Public Programs
The Summer Science in New England project has established a regional network of summer camp programs grounded in ocean science. In year one, six institutions - New England Aquarium, Northeastern University's Marine Science Center, University of Rhode Island's Alton Jones Camp, the University of Connecticut's Project Oceanology, the Seacoast Science Center in NH, and the Marine Environmental Research Institute in Maine - work alongside research scientists to engage campers, ages 14 and up, in near-shore biodiversity monitoring. In years two and three, the number of partners increases to 10, then 12. The project provides a citizen science experience across a wide geographical area, supports and trains informal science center staff to incorporate citizen science while using environmental literacy principles with teens, and offers opportunities for all participants to share findings with peers at annual forums.
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TEAM MEMBERS: Billy Spitzer
resource project Media and Technology
Teen Conservation Leadership is a major integration and expansion of the Monterey Bay Aquarium's existing teen education programs (Student Oceanography Club, Young Women in Science and Student Guides). The project is growing and enhancing these programs through the following activities: - Service-Learning and Leadership Activities, including: Guest Service Track: professional development and training as interpreters Camp and Club Track: serving as a mentor for other participants Program Track: assisting in the delivery of programs - Conservation and Science Activities, including participating in and leading projects with local organizations, and participating in technologically facilitated outdoor learning experiences - Teen Network and Technology Activities, including onsite networking and information sharing through Web 2.0 technology The project will reach 930 teens. Each teen will provide 200 service-learning hours per year. The sequential nature of this project will encourage many teens to participate for multiple years.
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TEAM MEMBERS: Rita Bell
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. This project brings together two approaches to help K-12 students learn programming and computer science: open-ended learning environments, and computer-based learning analytics, to help create a setting where youth can get help and scaffolding tailored to what they know about programming without having to take tests or participate in rigid textbook exercises for the system to know what they know.

The project proposes to use techniques from educational data mining and learning analytics to process student data in the Alice programming environment. Building on the assessment design model of Evidence-Centered Design, student log data will be used to construct a model of individual students' computational thinking practices, aligned with emerging standards including NGSS and research on assessment of computational thinking. Initially, the system will be developed based on an existing corpus of pair-programming log data from approximately 600 students, triangulating with manually-coded performance assessments of programming through game design exercises. In the second phase of the work, curricula and professional development will be created to allow the system to be tested with underrepresented girls at Stanford's CS summer workshops and with students from diverse high schools implementing the Exploring Computer Science curriculum. Direct observation and interviews will be used to improve the model. Research will address how learners enact computational thinking practices in building computational artifacts, what patters of behavior serve as evidence of learning CT practices, and how to better design constructionist programming environments so that personalized learner scaffolding can be provided. By aligning with a popular programming environment (Alice) and a widely-used computer science curriculum (Exploring Computer Science), the project can have broad impact on computer science education; software developed will be released under a BSD-style license so others can build on it.
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TEAM MEMBERS: Shuchi Grover Marie Bienkowski John Stamper
resource evaluation Public Programs
This report is part of a four-year evaluation assessing the impact that the Working with a Scientist Program at the University of Texas at El Paso (UTEP) had on its first cohort of participants. Participants were students from a regional high school that were selected to take part in research activities every other Saturday during the Spring semester and on weekdays during the summer. The evaluation components included in this report focus on assessing students’ academic performance and the gains the students made while in the program. It also focused on an assessment of students’ perceptions
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TEAM MEMBERS: Guadalupe Corral Jacqueline Loweree Joseph Negron
resource research Media and Technology
Ideas from social justice can help us understand how equity issues are woven through out-of-school science learning practices. In this paper, I outline how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. I apply these ideas to out-of-school science learning via television, science clubs and maker spaces, looking at research as well as illustrative examples to see how equity challenges are being addressed in practice. I argue that out-of-school science
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TEAM MEMBERS: emily dawson
resource research Public Programs
We asked science centers and museums to share their best pieces of advice and most important lessons learned regarding the following: 1) selecting topics and activities for out-of-school time programs, 2) partnering with afterschool providers and other community partners, 3) meeting the needs of underserved communities in out-of-school time programs, and 4) running successful camps or programs during school vacations.
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TEAM MEMBERS: Emily Schuster
resource research Public Programs
In the 11 years since the inception of the Science Minors and Achievers program, the Museum of Science and Industry (MSI), Chicago, has had plenty of anecdotal evidence that this out-of-school time program has a meaningful impact on its participants. Word of mouth was the strongest driver of recruitment, and teens were open with staff about other aspects of their lives. These and other characteristics suggested a deep connection between teens and the program. As the program grew in popularity and size, the museum wanted to see whether these informal observations survived more rigorous scrutiny
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TEAM MEMBERS: Aaron Price Faith Kares
resource research Public Programs
The development of character is a valued objective for many kinds of educational programs that take place both in and outside of school. Educators and administrators who develop and run programs that seek to develop character recognize that the established approaches for doing so have much in common, and they are eager to learn about promising practices used in other settings, evidence of effectiveness, and ways to measure the effectiveness of their own approaches. In July 2016, the National Academies of Sciences, Engineering, and Medicine held a workshop to review research and practice
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TEAM MEMBERS:
resource evaluation Public Programs
From 2014-2016, Pacific Science Center continued and expanded the Science Technology Engineering and Math Out-of-School-Time (STEM-OST) program with the purpose of delivering programs to stem the summer learning loss. Specifically, the project expanded to new venues in the Puget Sound (Washington) region; modified the lessons and activities so they also served students in grades K-2; aligned the curriculum with the Next Generation Science Standards (recently adopted by the Washington State Legislature) and increased the number of Family Science Days and Family Science Workshops offered to
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TEAM MEMBERS: Chris Cadenhead
resource research Public Programs
The Science Museum of Minnesota (SMM) leverages a professional educator team (“instructors”) comprised of about two dozen individuals who facilitate both formal and informal educational programming in the museum, in K–12 classrooms, and at community-based sites. The experienced instructors of SMM’s Lifelong Learning Group bring innovative programs to both students and their teachers. Recognizing that long-term experiences can have a profound impact on students and teachers, SMM works to develop multiyear relationships based on collaboration. This article focuses primarily on SMM’s well
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TEAM MEMBERS: Lauren Causey Shannon McManimon Emily Poster
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 producing empirical findings and/or research tools that contribute to knowledge about which models and interventions with K-12 students and teachers are most likely to increase capacity in the STEM and STEM cognate intensive workforce of the future.

The LinCT (Linking Educators, Youth, and Learners in Computational Thinking) project at the Science Museum of Minnesota (SMM) will engage female teachers-in-training and youth from underrepresented demographics in immersive technology experiences and STEM education. LinCT will guide teachers to develop their understanding and use of technology in the classroom, as well as prepare youth for a future where technology plays a key role in a wide range of professional opportunities. The project aims to inspire teachers and youth to see the possibilities of technological competencies, as well as why the incorporation of technology can build meaningful learning experiences and opportunities for all learners. The LinCT program model offers learning and application experiences for participating teachers and youth and provides an introduction of technological tools used in SMM educational programs and professional development on approaches for engaging all learners in STEM. Both groups will provide instruction in SMM technology-based Summer Camps, reaching 1,000 young people every year. In each following school year, project educators will develop and deliver technology-based programs to nearly 1,000 under-served and underrepresented elementary students. The project will allow teachers and youth to deliver exciting and engaging technology-based programs to nearly 4,000 diverse young learners. As a result, all participants in this project will be better equipped to incorporate technology in their future careers.

The LinCT project will investigate effective approaches for broadening the participation of underrepresented populations by providing female pre-service teachers and female youth with opportunities to lead programming at the Science Museum of Minnesota (SMM). Over three years, the LinCT project will employ 8-12 female teachers-in-training [Teacher Tech Cadres (TTC)] and 12-24 female youth [Youth Teaching Tech Crews (Y-TTC)] from demographics that are underrepresented in STEM fields. The integration of these groups will result in relationships fostered within an educational program, where all participants are learners and teachers, mentors and mentees. The results of this unique program model will be assessed through the experiences of this focused professional learning and teaching community. The LinCT research study will focus on three aspects of the project. First, it will seek to understand how the teachers-in-training and youth experience the project model's varied learning environments. Next, the study will explore how the TTC's and the Y-TTC's motivation, confidence, and self-efficacy with integrating technology across educational settings change because of the program. Finally, the study will seek to understand the lasting aspects of culture, training, and community building on SMM's internal teams and LinCT partner institutions (University of St. Catherine's National Center for STEM Elementary Education and Metropolitan State University's School of Urban Education).
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TEAM MEMBERS: Kathryn Guimond Sarah Cohn Joseph Adamji Lauren Causey Shannon McManimon
resource research Public Programs
The Center for the Advancement of Informal Science Education defines informal STEM education as “lifelong learning in science, technology, engineering, and math (STEM) that takes place across a multitude of designed settings and experiences outside of the formal classroom.” The design of an informal experience can vary widely. On one end of the spectrum are free-choice learning experiences, where participants determine what they want to learn, when they want to do it, and how and with whom they want to study. On the opposite end of the spectrum is nonformal learning, which includes any
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TEAM MEMBERS: Dan Carpenter Todd Witt