Park Lab--CNT hackathon presentation

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  • 1. An on-line learning network that turns the world around us into an interactive laboratory for STEAM* learning and science fun. *science, technology, engineering, art / design, math
  • 2. Underlying causes for poor STEAM prep? •  Low levels of teacher preparation in STEAM content. •  Low-resource / high-poverty schools. •  Little access to engaging real-world projects... What s the point of learning this?
  • 3. •  Calvin s Dilemma: The teacher-centered classroom •  •  Kids are assigned rote math and science activities from school textbooks. Kids must answer to teacher (v. to a team effort). Proof of learning is the written answer. Learning is disengaged from the immediate problems of the environment and the desire to
  • 4. Community Collaborative Design... Freedom Games has engaged over 500 CPS students and teachers in interactive design charrettes, asking What makes science learning fun and engaging? What are barriers to STEAM learning? and “Where do you see opportunities for STEAM learning in your neighborhood?
  • 5. Key design question: How can we better connect students to science learning opportunities and mentorship that is relevant to their lives and their questions?
  • 6. Current state of sustainability curriculum: siloed unclassified disconnected
  • 7. Young Scientist Toolbox Helps to foster citizen scientist identity for kids and teachers. Satchel Council Badges
  • 8. In your satchel: Your own interactive Citizen Scientist notebook.
  • 9. In your satchel: An interactive map and compass for science learning opportunities.
  • 10. Question to youth: If you had to design and teach your own science, what would it be? Summary: Youth want to learn through play, through service, and through experimentation-not through rote learning.
  • 11. This is Darrell Jones, Greencorps teen apprentice. After seeing an abandoned gas station and imagining a youth center there, Darrell decided to invent the science of Rebuildology. How would he experience the ParkLAB interactive, student-driven curriculum?
  • 12. •  •  •  •  •  He is encouraged to examine the world around him as a STEAM learning opportunity. Darrell can identify his own learning quests. He can share about what he is learning and designing through a portfolio style notebook. His quests take him on a virtual learning tour. Through meaningful choices, he orients towards vocational green builder architect engineer
  • 13. What we did at the Hackathon... •  •  •  •  Connected with design partners and built a design steering committee. Look and feel ideas based on audience response. Built part of front-end site in Html / Twitter Bootstrap. Built curricular back-end engine. PARKOSPHERIC COMPASS
  • 14. Next steps •  •  •  •  •  •  Get input from teacher-leaders on prototype design. Develop a network of schools and science organizations willing to try a pilot in Chicago region (Spanish and English). Create partnerships with science organizations who want to share their curricular resources ( data ) through interactive quest-based lessons. (ie. Greencorps, ATA, Argonne Labs) Seek funding for pilot project and data collection. Create a crowd-funding video that explains project; seek foundation grants. Demonstrate a prototype with a network of schools and community organizations. Demonstrate impact--collect data on learner progress. Respond to pilot, iterate on and refine idea--what features are missing? Create teacher- and school-focused marketing resources. Reach out to teacher-leaders to promote project. Scale up with more school users.
  • 15. Thank you! Please let us know any advice, opinions and connections you have to offer...
  • 16. OUR TEAM • Collaborative working style. • Investigate problem with kids and teachers as co-leaders. • Build to help assist science learning sector.