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Welcome to the Evidence Wiki

The Informal Science Education Evidence Wiki exists to support a public discussion of the case for informal science, technology, engineering, and math (STEM) education. The goal is to provide easy to read summaries of evidence that characterize the benefits and outcomes of ISE experiences.

Wiki Content Index

Across Sectors
Affective experiences are an important part of informal science education
Culturally Relevant Experiences in Informal Science Education Institutions
ISE experiences help adults make informed decisions about new or changing science
ISE plays a role in fostering improved public understanding of current scientific research
Insights into Diverse Youths Engagement with and Identity Work in Science
Adult interactions in a science museum
Integrating the arts and humanities into STEM learning
Interest and motivation are linked to science learning and future career choices
Public Engagement
The public views ISE organizations as trusted sources for information
What kinds of learning happen in ISE experiences
Makerspaces and STEM Learning
Afterschool and Youth programs e.g. youth development programs 4 H Scouting
How young children learn science
ISE creates bridges between youths everyday lives and the world of science
ISE experiences develop girls interest in STEM
Mentoring in informal settings supports youth identity development
Why and how to use an afterschool program to deliver ISE
Broadcast Media e.g. radio film television
Affective experiences are an important part of informal science education
Best Practices for designing media that improves childrens STEM learning
Children learn more across multiple types of media and ISE experiences
Educational media benefits childrens STEM learning
How do STEM audiences and users change with the type of media technology
Impact of Media on Public Perceptions of Wildlife
Impacts of science journalism on public understanding of science
popular entertainment like cinema and television impacts on public attitudes
Scientists and scientific organizations can become involved media production
Cyberlearning and Gaming e.g. online games mobile distance
Children learn more across multiple types of media and ISE experiences
Designing mobile and touch based games for childrens engagement and learning
Game based learning benefits ISE
Making mobile technology useful for informal STEM learning
Mobile devices support the social context of learning
Opportunities and limits of blogs as a learning environment
Using Mobile Devices to Personalize Learning Experiences
Supporting the Design of the Learning Environment Through Mobile Devices
Exhibitions
Exhibits can be designed to increase social interaction during learning experiences
Exhibits engage the public in learning experiences
Science and scientists can be made engaging to the public through exhibits
Public Programs e.g. forums science cafes citizen science programs theatre lectures museum programs for non school audiences
ISE experiences help adults make informed decisions about new or changing science
Citizen science programs advance the public understanding of science
Gardening programs make STEM accessible to youth
School programs e.g. field trips school outreach teacher professional development
How young children learn science
ISE creates bridges between youths everyday lives and the world of science
ISE experiences develop girls interest in STEM
Field Trips are Valuable Learning Experiences
Mentoring in informal settings supports youth identity development
Schoolteacher Learning Agenda Influences Student Learning in Museums
Framework for researching ISE teacher learning