National Informal STEM Education Workshop: Creating Relevant and Meaningful STEM Experiences

Event

Join the National Informal STEM Education Network (NISE) as they explore the importance of relevance in STEM learning experiences. This workshop will start with an introduction to the principles of relevance, sharing strategies found to be successful during a study of place-based learning in the NISE Network's STEM Learning Ecosystems project. NISE will then talk about the process of how to approach your community and find out what is truly relevant to your audiences.

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Textured Tactile 3D Prints of Astronomical Data for the Career Exploration Lab and Other Applications

Curricular Materials
Image
Whirlpool Galaxy HST image and 3D model Print
Astronomy has been a fascinating subject for the public for centuries and can stimulate deep questions not only on our own origin but subtly the richness of science and mathematics. It also is a science that is associated with engineering and technology to probe the universe.Typically, astronomical data is translated into visual representations for analysis and general public communication. Unfortunately, this practice is problematic for individuals with blindness or visual impairment (B/VI). In response, we transformed astronomical research data and models into textured 3D prints for tactile
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Using Informed Design in Informal Computer Science Programs to Increase Youths’ Interest, Self-efficacy, and Perceptions of Parental Support

Publication

Our work is situated in research on Computer Science (CS) learning in informal learning environments and literature on the factors that influence girls to enter CS. In this article, we outline design choices around the creation of a summer programming camp for middle school youth. In addition, we describe a near-peer mentoring model we used that was influenced by Bandura's self-efficacy theory. The purpose of this article, apart from promoting transparency of program design, was to evaluate the effectiveness of our camp design in terms of increasing youths’ interest, self-efficacy beliefs, and

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2021 ITEST Solicitation Webinar: Solicitation Overview

Video

On June 30, STELAR hosted National Science Foundation Program Officers for an informative webinar on the Innovative Technology Experiences for Students and Teachers (ITEST) Program’s Solicitation ( NSF 19-583). During this webinar NSF Program Officers Bob Russell, Alicia Santiago, and Gavin Fulmer

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Integrating Science Into Afterschool: A Three-Dimensional Approach To Engaging Underserved Populations In Science - Final Report

Publication

The initiative called Integrating Science Into Afterschool: A Three-Dimensional Approach to Engaging Underserved Populations in Science set out to promote science learning in three out-ofschool settings (afterschool programs, home, and community), to promote rich and varied science experiences to underserved Philadelphia communities, and to assess the value of this model for the broader field of out-of-school time and informal learning in science, technology, engineering, and mathematics (STEM). The project was funded through the National Science Foundation’s Innovative Technology Experiences

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Integrating STEM Into Afterschool: Lessons Learned for Educators In and Out of School

Publication

In 2013 The Franklin Institute, a leading science museum in Philadelphia, Pennsylvania, received a grant from the National Science Foundation (#1138911) to reach under-resourced urban communities by strengthening the capacity of afterschool centers to offer STEM programming. Integrating Science Into Afterschool: A Three-Dimensional Approach to Engaging Underserved Populations In Science, or “STEM 3D,” was a five-year project that aspired to integrate STEM learning across afterschool, home, and community as a strategy for building positive science identities and creating viable STEM pathways

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Using Robotics and Game Design to Promote Pathways to STEM

Publication

This research report presents the results of a STEM summer program on robotics and game design. The program was part of a three-year study funded by the National Science Foundation. Children in grades four through six participated in a two-week summer camp in 2015 to learn STEM by engaging in LEGO® EV3 robotics and computer-based games using Scalable Game Design. Twenty-eight students participated in the study that took place in a small urban community in the Rocky Mountain West. This paper reports on the results of this part of the study, specifically, how children’s computational thinking

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Youth’s Engagement as Scientists and Engineers in an Afterschool Making and Tinkering Program

Publication

Making and tinkering is currently gaining traction as an interdisciplinary approach to education. However, little is known about how these activities and explorations in formal and informal learning spaces address the content and skills common to professionals across science, technology, engineering, and mathematics. As such, the purpose of this qualitative study was to examine how youth were engaged in the eight science and engineering practice outlined within the US Next Generation Science Standards within an informal learnin environment utilizing principles of tinkering within the daily

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Mathematics in Informal Learning Environments: A Summary of the Literature

Publication

Research on mathematical reasoning and learning has long been a central part of the classroom and formal education literature (e.g., National Research Council, 2001, 2005). However, much less attention has been paid to how children and adults engage with and learn about math outside of school, including everyday settings and designed informal learning environments, such as interactive math exhibits in science centers. With the growing recognition of the importance of informal STEM education (National Research Council, 2009, 2015), researchers, educators, and policymakers are paying more

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OERL ITEST Instrument

Instruments

This instrument collects data about the attitudes of students toward science, mathematics and technology, in particular robotics. It can be administered to youth aged 12-15 who participated in a 4-H project (informal learning environment) focused on robotics, GPS/GIS, and natural resource/precision agriculture concepts.

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