This whitepaper introduces the Strategic Outcomes Framework, a taxonomy of outcome types within eight outcome categories (interest, attitude, knowledge, STEM skills, 21st century skills and social emotional evelopment, behavior, STEM capital, and career path). It summarizes proceedings of the NSF-funded Strategic Outcome Progressions Conference: Exploring a Framework for Measuring Informal Education Outcomes and Institutional Impact (award # 2039209) and changes made to the framework as a result. Among these changes are the necessity of nesting the framework within what we have come to call
Engaging Faith-based Communities in Citizen Science through Zooniverse was an 18-month pilot initiative funded by the Alfred P. Sloan Foundation. Any opinions, findings, or recommendations expressed are those of the authors and do not necessarily reflect the views of the Sloan Foundation. The goals of this initiative were to broaden participation in citizen science (aka people-powered research) among religious and interfaith communities by establishing pathways for them to engage with science using the online Zooniverse platform, and to build positive, long-term relationships with these
NSF generously funded the Science Museum of Minnesota's exploration of whether or not the "theatrical gaming" technique could improve visitors' understanding of complex topics requiring conceptual shifts--topics like evolution. COVID disrupted our formal evaluation plans, but this report offers finding and guidance/best practices for other informal education institutions interested in developing this type of experience. Individual sections discuss our particular, three-phased project, theatrical gaming as a technique, storytelling, gaming, technology, and evaluation.
This document is aimed primarily at Informal Learning (IFL) educators working with adult learners from disadvantaged and underserved communities, who wish to:
exploit the inclusive nature of Tinkering to create engaging and relevant STEM learning experiences for adult learners and their families
better understand how and why collaboration and co-design with community organisations can help develop more inclusive programming in STEM learning for adults.
It can also serve as a useful reference for community leaders and adult educators wishing to collaborate with the IFL sector
Across literature on STEM practice and STEM education, definitions of "imagination" vary in a number of ways. The visual tool below presents a way to organize the characteristics of these definitions along three dimensions: essence, ways of thinking, and context. Using this framework, you can build definitions of imagination relevant to your work.
The Lineage project was a collaboration between Twin Cities Public Television and the Smithsonian’s National Museum of Natural History. The project included creation of a feature-length video program, a Virtual Reality game, and a set of hands-on activities designed for use by multigenerational audiences—all of which were incorporated as part of a series of seven Fossil Festival events at museums and other sites around the United States. This report presents findings from a set of external evaluation studies that examined impacts on families who participated in Fossil Festival events as well
This research examined the role of format in learning from the GS film, Amazon Adventure. Funded by the National Science Foundation (NSF), Amazon Adventure is an Innovations in Development project directed by Pacific Science Center in partnership with SK Films; Rutgers, The State University of New Jersey; Embodied Games; and the Howard Hughes Medical Institute’s Tangled Bank Studios. The project deliverables produced during the grant period included a giant screen film, live stage presentation for use at informal science education (ISE) institutions, and educational resources.
As part of
Although museums have long valued and catered to families as an audience, museum educators have not always had the tools or training to support the unique nature of family learning or to develop family-specific approaches that are distinct from classroom teaching. In this chapter, we outline a series of research-based principles for understanding family learning and provide examples to illustrate how these principles play out in museums. Specifically, we highlight the importance of (a) recognizing that families have multiple goals, (b) appreciating the central role of parents and other adult
Making experiences and activities are rich with opportunities for mathematical reasoning that often go unrecognized by both participants and educators. Since 2015, we have been exploring this potential through the Math in the Making initiative. The work focuses particularly on children’s museums and science centers, many of which have developed maker spaces and programs over the last decade. In this article, we share insights from our most recent round of research. To begin, we consider the fundamental question of what it means to authentically integrate mathematics with making.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
The project's activities include regular forums of journalists and social scientists (Slack & Zoom), experimentation with different ways of presenting stats in news graphics and text, focus groups and experiments with audiences, and resources to support journalists beyond our team.
Children spend 80% of their waking hours outside of school in the community. Deep inequities exist in access to high quality informal STEM learning opportunities (museums, zoos, safe and beautiful parks). Playful Learning Landscapes (PLL) infuses playful learning opportunities into everyday community spaces where families spend time. This project represents a strength-based model for designing play spaces deeply connected to communities’ cultural assets.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
DATE:
TEAM MEMBERS:
Andres BustamanteVanessa BermudezJulie SalazarLeiny GarciaKreshnik BegolliKarlena OchoaJune AhnKathy Hirsh-PasekAnnelise PeschRigoberto RodriguezPaola Padilla
This poster was presented at the 2021 NSF AISL Awardee Meeting.
The project's goals are to:
Create “data-catcher” exhibits that provide exciting learning experiences about cooperation while allowing visitors to contribute to research in social science.
Build public awareness of the methods of social science.
Generate valid data for academic research.
Assess the impact of public participation in scientific research (PPSR) on visitors’ interest, engagement, and understanding.
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TEAM MEMBERS:
Josh GutwillHeike WinterheldLee CronkAthena Aktipis