Florida State University and partner University of Alabama will collect and analyze data on how STEM teachers can most effectively collaborate with librarians. The data will be collected at focus groups held at four national conferences: the American Association of School Librarians, the Public Library Association, the National Science Teachers Association, and the National Council of Teachers of Mathematics. This variety of participants at these conferences will allow for diverse opinions, thoughts, and ideas to be compiled, supporting the analysis of how the collaboration between STEM teacher and librarian is working today and providing recommendations on how it could be improved. The overall goal of this planning grant is to assess what is happening in the field so the information can then be shared with the educational and library communities for greater impact.
This report describes key findings from the Chicago Public Library (CPL) Maker Lab, a hands-on collaborative learning environment for residents of Chicago to create and design items while enhancing their 21st century skills. The key outcomes of the Maker Lab are building basic literacy; building digital, information, and cultural literacy; advancing critical thinking and problem solving; advancing creativity and innovation; and fostering communication and collaboration.
Westchester Library System, in partnership with Lifetime Arts, ALA's Public Programs Office, and AARP Foundation, will improve, expand, and sustain creative aging programs in public libraries and position libraries as community cornerstones for positive aging. Built on Lifetime Arts' capacity-building model, this initiative reflects new scholarship on the benefits of social engagement and creative expression for healthy aging, employs nationally recognized best practices in arts education, and promotes partnerships between librarians and arts and community organizations. Through the new Lifetime Arts Affiliate Network, up to 150 librarians will participate in in-depth training, receive ongoing technical assistance, participate in a national peer network, and receive support to implement programs in their communities. The program will provide a practical, replicable, and sustainable approach for transforming library services for older adults to align with new knowledge, societal priorities, and collaborative practice.
Westport Library, with its partners, Southern Connecticut State University (SCSU) and Connecticut State Library - Division of Library Development (CSL-DLD), and with SPARK! Consulting, will introduce a new model of maker space in libraries and a way to systematically integrate the culture of interactive "making" into the library profession. Westport will introduce a culture of innovation, while honoring the needs of more traditional libraries. There will be self-directed, hands-on maker experiences; maker workshops; and makers-in-residence who will support workshops and innovation labs on topics such as robotics, LED quilt creations, and tinkering with home electronics repairs. The library will also create Interactive Innovation Stations (iStations) to introduce people to the concepts and techniques of innovative thinking. It will be an environment where people can experiment, take calculated risks, and work collaboratively.
The Howard County Library System (HCLS), in partnership with the University of Maryland Baltimore County, will use this grant to enhance the teen digital media lab at the Savage Branch Library by adding science, technology, engineering, and math projects and implementing that same STEM-focused model in three other libraries. The "Hi Tech Academy: The Road to a STEM Career" project will address the increasing demand for workers with STEM-related skills as the number of college graduates in these fields decreases. This program will create a model to be replicated at other libraries, bring awareness of how to best teach these skills, increase interest in STEM for youth, and address the demand for these skills in the community.
Stanford University Library, in partnership with the University of Santa Cruz, will develop a publishable metadata scheme for digital games, including ontology and terminology, as well as a system and tools for citation of in-game events and game states. While the work of collection and preservation is underway, digital games present unique and complex stewardship problems, including methods for description, discovery and citation. As acquisition of this type of collection increases, challenges with cataloguing, storage, and access are compounded. This framework will provide a complete solution to the closely linked problems of finding, accessing, and citing digital games, a growing and important part of modern culture.
McCallie et al. (2009) propose that two pedagogical models within informal science education, public understanding of science and public engagement with science, constitute a continuum rather than separate paradigms. This chapter seeks to understand the spread of informal science education projects along this continuum and uncover groupings through the creation of a project catalog. Through cluster analysis, it was found that the submitted projects fell into four categories along the spectrum: expert presentations and Q&A sessions about the natural and designed world; exhibits encouraging
This study examines broader impact activities that are used to fulfill National Science Foundation's (NSF) broader impact criterion (BIC). While there have been many studies that discuss the merits and pitfalls of asking scientists to address BIC, there have been few studies that examine exactly what types of outreach and science communication activities Principal Investigators (PIs) are proposing to do. In an effort to fill this gap, this thesis draws from science communication theory and program logic modeling to inform a qualitative analysis of proposed broader impacts activities (BIAs) in
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed to engage teens and educators with authentic data, scientific games, tools, and opportunities to communicate with and assist working scientists. The present study sought to investigate the outcomes achieved by users of the fourth NOVA Labs platform developed: RNA Lab. The RNA Lab includes several key components of the previous labs (e.g., videos, educator guides, etc.). The major difference is that the RNA Lab “research challenge” is a game component. The NOVA Education team's overarching goals for teens using the Lab focused
Engaging the public on emerging science technologies has often presented challenges. People may hold notions that science is too complicated for them to understand and the venues at which science is discussed are formal and perceived as inaccessible. One approach to address these challenges is through the Science Cafe, or Cafe Scientifique. We conducted five Science Cafes across Canada to gauge public awareness of the synthetic biology technology, its potential applications, and to evaluate the effectiveness of the Science Cafe platform as a knowledge-translation tool. Cafe participants were
Tokyo Institute of Technology (TokyoTech) has been developing a number of methodologies to teach graduate students the theory and practice of science communication since 2005. One of the tools used is the science cafe, where students are taught about the background based primarily on theoretical models developed in the UK. They then apply that knowledge and adapt it in the Japanese cultural context and plan, execute and review outcomes as part of their course. In this paper we review 4 years of experience in using science cafes in this educational context; we review the background to the
Currently, science is developing rapidly and its influence on society is more significant than ever. This is all the more reason for today's scientists to interact with the general public. To design effective science communication activities, we must understand scientists' motivations and barriers to publicly communicating science. In this study, we interviewed 19 early-career scientists who had participated in science cafes in Japan. From these interviews, we identified five factors leading to their reluctance to participate in science cafes: 1) troublesome or time consuming; 2) pressure to
DATE:
TEAM MEMBERS:
Eri MizumachiKentaro MatsudaKei KanoMasahiro KawakamiKazuto Kato