dr. sylvia james & dr. monya ruffin august 2011
TRANSCRIPT
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NSF SUPPORTEDAFTERSCHOOL PROGRAMS
Dr. Sylvia James & Dr. Monya RuffinAugust 2011
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“IN AN ECONOMY DRIVEN BY IMAGINATION, CREATIVITY AND INNOVATION, AND A SOCIETY FACING COMPLEX BUSINESS,
POLITICAL, SCIENTIFIC, TECHNOLOGICAL, HEALTH AND ENVIRONMENTAL CHALLENGES, THE INGENUITY, AGILITY AND
SKILLS OF THE AMERICAN PEOPLE ARE CRUCIAL TO THE UNITED STATES”
(KEN KAY, PRESIDENT, PARTNERSHIP FOR 21ST CENTURY SKILLS)
21ST CENTURY SKILLS
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INTRODUCTION
NSF Strategic Outcome Goals 2011-2015
Transform the FrontiersInnovate for SocietyPerform as a Model Organization
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DIVISION OF RESEARCH ON LEARNING IN FORMAL AND INFORMAL SETTINGS (DRL)
R&D to improve effectiveness of STEM learning for people of all ages
Advance cutting-edge knowledge and practice in formal and informal settings
Support innovative research, development & evaluation of learning and teaching across all STEM disciplines
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Supports innovation in anywhere, anytime, lifelong learning through investments in research, development, infrastructure, and capacity-building for STEM learning outside formal school settings.
ISE Audiences• Public Audiences
• Professional Audiences
ISE Program Solicitation #: NSF11-546
ISE PROGRAM OVERVIEW
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EXAMPLES OF ISE DELIVERABLESPermanent and
traveling exhibitsFilm, radio, and TVCyber-enabled
learning, emerging technologies, and educational games
Citizen science projects
Youth and Community projects
Research and development in the fieldProfessional developmentConsortia and collaborationsVirtual networks
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Research (<$1.5 M) Pathways (<$250 K) Full-Scale Development (<$3 M) Broad Implementation (<$3 M) Connecting Researchers to Public
Audiences ($150 K)`````````````````````````Rapids (<$200 K) EAGERs (<$300 K) Workshops / conferences (Varies)
PROJECT TYPES
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NOT FUNDED BY ISECapital or operating
expenses Major or office
equipment Vehicles Undergraduate
tuition Paid advertising Admission fees
Operating expenses for school field trips/camps/ competitions Projects that focus primarily on health or medicine Publications and curricula as the primary deliverable
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1. Ubiquity2. Equity3. Compelling
Experiences4. Flexible
Assessment5. Abundance of
Educators6. Nimbleness
1. How to bridge for continuity
2. How to capitalize on potential
3. How to support broad learning
4. How to demonstrate learning
5. How to support PD for all
6. How to get coherence of effort
SIX STRENGTHS & CHALLENGES
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Med
ia
Exhib
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Youth
& C
omm
unity
Resea
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Techn
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Profe
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opm
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Citizen
Scie
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Format Type
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As of 12.10
ACTIVE ISE AWARDS BY FORMAT
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PROJECT IMPACTS ARE OFTEN MEASURED AS “MOTIVATIONAL VARIABLES”
ISE Impact Categories
Awareness, knowledge, or understanding Engagement or interest Attitude Behavior Skills Other
(Friedman, 2008; Renninger, 2008)
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Westat OPMS Pilot Study August 2009
Percent of ISE budget
Budget: $64 MYouth/Community: 21.0%
Period under review
2005-2007
Sample Active awards
Technology Most projects include websites and/or cyberlearning component
Outcomes/Impacts/Measures
1-4 Impacts identified 100% have formative and summative with complex designs
Youth & Community Outcomes
Knowledge or comprehension – 75.0%Engagement or Interest – 75.0%Behavior – 25.0%New skills – 25.0%Attitude – 37.5%
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YOUTH & COMMUNITY PORTFOLIO DIVERSITY
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Include multiple delivery platformsComplex designs with multiple entry
pointsOffer opportunities for long-term
interactionTarget diverse audiences Include strong partnershipsTake place in community settings – local,
regional, national Labor intensiveOften include professional development
and training
CHARACTERISTICS OF ISE YOUTH AND COMMUNITY PROJECTS
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EXAMPLES OF ISE YOUTH & COMMUNITY PROJECTS
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THE CRYPTOCLUB: CRYPTOGRAPHY AND MATHEMATICS AFTERSCHOOL AND ONLINE
(PI: Janet Besieger; 08-40313; University of Chicago)
is a five -year project designed to introduce middle
school students across the country to cryptography and mathematics.
Project partners include the Young Peoples Project (YPP), the Museum of Science and Industry in Chicago, and
Eduweb. Project deliverables include online activities, online
cryptography adventure games, interactive offline games, a leader's manual, and leadership training workshops for afterschool leaders.
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(PI: Jon Chase; 07-39874; Washington University)
This comprehensive five-year project is designed to engage underserved students in grades 11 and 12 in field-based exploration of the environment.
The four deliverables are as follows: a field program at the Shaw Nature Reserve (SNR), an environmental biology research program, a research communication strategy, and a one-week training experience for science educators to promote dissemination of the program model.
Students are introduced to basic ecological concepts, including aquatic biodiversity assessments, species interactions, mark and recapture population studies, population viability exercises, and predator/prey relationships.
MAKING NATURAL CONNECTIONS: AN AUTHENTIC FIELD RESEARCH COLLABORATION
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(06-10720, Bonnie Sawyer, Hopa Mountain) Results of the pre-post surveys indicate a
positive shift in thinking about science, along w/ a broader view of science and sharing new knowledge among each other. Students in grades 7-9 gained an appreciation of science.
“The lessons being learned through the NSFCs are contributing to the ISE field and articulating ways in which scientific data and traditional knowledge can build collective knowledge bases.”
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ITEST PROGRAM
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ITEST BACKGROUND
Funded by H-1B visa revenues Focus on any STEM area Targets K-12 students, teachers, and
parents in relationship to needs of the US workforce
STEM workforce includes technologists, scientists, engineers, and mathematicians; also ICT-intensive fields (e.g., computational biology, biotechnology, and nanotechnology)
ITEST Program Solicitation #: NSF 11-525
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To produce research findings that build knowledge about approaches, models, and interventions with K-12-aged children and teachers to increase the nation’s capacity and innovation in the STEM workforce of the future.
To develop, implement, study and evaluate strategies that encourage K-12 students to develop interest in and to be prepared for careers in the STEM workforce of the future.
To equip teachers with the resources to ensure that their students consider choosing and are prepared to enter the STEM workforce of the future.
ITEST PROGRAM GOALS
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MORE THAN 161 ITEST PROJECTS ACROSS 39 STATES
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ITEST PORTFOLIO
Computer Science includes: programming; web development; multimedia – audio, video and animation; computer hardware; general skills and mathematics
Computer Science – Gaming & Simulations (use and creation of gaming and simulations in formal & informal education)
Bioscience includes Bioinformatics, biotechnology, DNA analysis/sequencing, and biomedicine
Engineering includes Aerospace, design, robotics and nanotechnology
Environmental Science includes GIS/GPS, remote sensing technology, climate modeling, and ecological research and analysis
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FOUR PROJECT TYPES
Strategies –develop, implement and study theory and practice-based models
Scale-Up-expand and study successful models in school and non-school settings
Research– produce empirical findings and research tools
Conferences and Workshops – define the ITEST research agenda and better understand how to assess impacts of ITEST innovations
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EXAMPLES OF ITEST YOUTH PROJECTS
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(PI: Steven Bean, 09-29676, ETR Associates)
Formerly Animando a Estudiantes Con Technologia (AET)“Encouraging Students in the Field of Information Technology
The PI seeks to test a model of parent engagement and leadership (PEAL) in combination with an out-of-school youth IT education program targeting Latino/a students in middle and high school.
Fosters the development of IT fluency and awareness of IT careers
WATSONVILLE TECHNOLOGÍA-EDUCACIÓN COMUNIDAD“ENCOURAGING STUDENTS IN THE FIELD OF INFORMATION TECHNOLOGY”
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PI: Preeti Gupta, 09-29206, New York Hall of Science
Virtual Hall of Science (VHOS) serves as a STEM learning environment for middle and high school students.
Students use ICT skills to design interactive virtual exhibits, develop digital communication skills, and learn about usability.
Participating youth learn interactive computing design, mentoring skills, increased awareness of STEM and ICT careers, teamwork, and leadership skills. Students form teams, create interactive science exhibits, study interactive design, and use a variety of Web 2.0 tools for collaboration purposes.
VIRTUAL HALL OF SCIENCE
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APPLYING FOR NSF GRANTS
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NSF MERIT REVIEW CRITERIA & RATING SYSTEMIntellectual Merit How important is the proposed activity to
advancing knowledge and understanding within its own field or across different fields?
Broader Impacts How well does the activity advance discovery and
understanding while promoting teaching, training, and learning? How well does the proposed activity broaden the participation of underrepresented groups (e.g., gender, ethnicity, disability, geographic, etc.)?
Ratings: E, VG, G, F, P
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Solicitations NSF website
(www.nsf.gov)
Submissions FastLane
o Be aware of quirks Grants.gov Electronic
SOLICITATIONS & SUBMISSIONS
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HELPFUL WEBSITES ISE Guidelines, NSF 11-546:
http://www.nsf.gov/publications/pub_summ.jsp?WT.z_pims_id=5361&ods_key=nsf11546
Website: http://www.nsf.gov/funding/pgm_summ.jsp?pims_id=5361&org=DRL&from=home
Center for the Advancement of Informal Science Education (CAISE) http://caise.insci.org/
ITEST Guidelines, NSF 11-525 http://www.nsf.gov/pubs/2009/nsf09506/nsf09506.htm
ITEST Homepage http://www.nsf.gov/funding/pgm_summ.jsp?
pims_id=5467&org=DRL&from=home ITEST Learning Resource Center website
http://www2.edc.org/itestlrc/ NSF Awards Database
<http://www.nsf.gov/awardsearch/
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Dr. Sylvia JamesLifelong Learning Cluster Coordinator
(703) 292-5333 [email protected]
Dr. Monya Ruffin Program Officer
(703) 292-7322 [email protected]
CONTACT INFORMATION
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QUESTIONS