The STEAM Conference: An Event to Promote Youth to Explore … · The STEAM Conference: An event to...

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Paper ID #25038 The STEAM Conference: An Event to Promote Youth to Explore STEAM- related Fields and Potential Careers Mr. Marcelo Caplan, Columbia College, Chicago Marcelo Caplan - Associate Professor, Department of Science and Mathematics, Columbia College Chicago. In addition to my teaching responsibilities, I am involved in the outreach programs and activities of the department. I am the coordinator of three outreach programs 1) the NSF-ISE project ”Scientists for To- morrow” which goal is to promote Science Technology Engineering and Mathematics (STEM) learning in community centers in the Chicago area, 2) the Junior Research Scientists program funded by After School Matters of the city of Chicago, to promote STEM for high school students and 3) a collaboration with the Center for College Access and Success – Northeastern University to promote STEM learning in their Upward Bound Math & Science program, also oriented for high school students. More information regarding the mentioned programs can be find at www.scientistsfortomorrow.org Ms. Evelyn Oropeza, Columbia College, Chicago Evelyn Oropeza serves as the Coordinator of Community Engagement programs at Columbia College Chicago. With more than 10 years of educational leadership experience, her workshop features insights and expertise in instructional strategies and implementation of Science,Technology, Engineering, Arts and Mathematics (STEAM) programs. Evelyn has worked in developing curriculum, training, and pro- viding professional development to diverse audiences in the education and out-of school time sectors. Through her work managing the Scientists for Tomorrow programs at Columbia College Chicago, and across partners, she has proven experience implementing programs for schools and community centers in Chicago and nationwide. Evelyn remains an active advocate for STEM education, and college & career readiness. She has collaborated in panels and led educator workshops at state and national conferences: The Annual STEAM Conference, CR Annual Career Conference, STEAMCON, The National Center for Families Learning (NCFL), Federation for Community Schools and Chicago Symposium Series. Evelyn earned a Bachelor’s of Arts in Journalism from Columbia College Chicago. She is currently receiving her Master’s in Business Administration from St. Xavier University concentrating in Business Management and Project Management. c American Society for Engineering Education, 2019

Transcript of The STEAM Conference: An Event to Promote Youth to Explore … · The STEAM Conference: An event to...

Page 1: The STEAM Conference: An Event to Promote Youth to Explore … · The STEAM Conference: An event to promote youth to explore STEAM-related fields and potential careers (RTP). Introduction

Paper ID #25038

The STEAM Conference: An Event to Promote Youth to Explore STEAM-related Fields and Potential Careers

Mr. Marcelo Caplan, Columbia College, Chicago

Marcelo Caplan - Associate Professor, Department of Science and Mathematics, Columbia College Chicago.In addition to my teaching responsibilities, I am involved in the outreach programs and activities of thedepartment. I am the coordinator of three outreach programs 1) the NSF-ISE project ”Scientists for To-morrow” which goal is to promote Science Technology Engineering and Mathematics (STEM) learningin community centers in the Chicago area, 2) the Junior Research Scientists program funded by AfterSchool Matters of the city of Chicago, to promote STEM for high school students and 3) a collaborationwith the Center for College Access and Success – Northeastern University to promote STEM learning intheir Upward Bound Math & Science program, also oriented for high school students. More informationregarding the mentioned programs can be find at www.scientistsfortomorrow.org

Ms. Evelyn Oropeza, Columbia College, Chicago

Evelyn Oropeza serves as the Coordinator of Community Engagement programs at Columbia CollegeChicago. With more than 10 years of educational leadership experience, her workshop features insightsand expertise in instructional strategies and implementation of Science,Technology, Engineering, Artsand Mathematics (STEAM) programs. Evelyn has worked in developing curriculum, training, and pro-viding professional development to diverse audiences in the education and out-of school time sectors.Through her work managing the Scientists for Tomorrow programs at Columbia College Chicago, andacross partners, she has proven experience implementing programs for schools and community centers inChicago and nationwide. Evelyn remains an active advocate for STEM education, and college & careerreadiness. She has collaborated in panels and led educator workshops at state and national conferences:The Annual STEAM Conference, CR Annual Career Conference, STEAMCON, The National Center forFamilies Learning (NCFL), Federation for Community Schools and Chicago Symposium Series. Evelynearned a Bachelor’s of Arts in Journalism from Columbia College Chicago. She is currently receiving herMaster’s in Business Administration from St. Xavier University concentrating in Business Managementand Project Management.

c©American Society for Engineering Education, 2019

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The STEAM Conference: An event to promote youth to explore STEAM-related fields and potential careers (RTP).

Introduction The STEAM conference is a student-led conference developed as part of the collaboration between Columbia College Chicago and Northeastern Illinois University (NEIU) and their Out-of-School Time (OST) programs: Scientists for Tomorrow, Junior Research Scientists and Upward Bound Math and Science. The reason the conference was established is to provide participants in the programs mentioned, an opportunity to share with their community what they learned in their OST activities, and acquire 21st century skills such as oral communication, organization, presentation, leadership, and others to prepare themselves for a potential college career. This paper will illustrate the STEAM conference as the reference frame for students acquiring and developing these 21st century skills. The population participating in the programs are children and teens middle and high school ages from underrepresented communities in the Science, Technology, Engineering, Arts and Mathematics (STEAM) fields. The framework of the conference is "identical" to any professional conference. There's a keynote speaker to open the conference, then there are two sessions of parallel STEAM hands-on workshops led by teens. Attendees need to select which workshops they want to participate in from the conference program. At the end of the conference there is a closing event, in which the presenters receive recognition of the attendees, a certificate for presenting at the conference and a thank you letter they can use for future applications for scholarships or college admission. From the academic perspective, the conference provides to the OST program a framework where the participants can apply the STEAM content they learned during the year(s), in a way that also enhances their leadership abilities. The students select the topic they want to present, prepare their presentation, and develop their own strategy to accomplish the goal of the workshop. For the leadership of the above mentioned OST programs, the conference provides an opportunity to implement an authentic assessment of the learning process of the participating teens. After each session, the workshop’s attendees filled an exit survey in which they shared with the presenters their impressions regarding the presentation. Participants data and analysis of the exit surveys of the past three conferences will be discussed in the paper. Overwhelming anecdotal data from the presenters states that one of the main reasons they enrolled in the OST programs is because they have the opportunity to present at the STEAM conference. From the collected exit surveys in the past three conferences, over 70% of the attendees stated that they would like to present at the STEAM conference in the future. The data show that the conference has an impact as a motivational tool for the audience (presenters and attendees) to get more involved in STEAM-related activities and events.

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Literature review

The idea behind the STEAM student’s conference is to provide a stage where the students participating can develop 21st-century skills complementing the content knowledge and technical skills acquired during their participation in the OST activities and programs.

The National Education Association (NEA) [1] states that the education system of 50 years ago, was designed to support the mastery of the "Three Rs” (reading, writing, and arithmetic). In our contemporaneous world, these skills are not enough to prepare students to be competitive in this global society. Students must also be proficient communicators, creators, critical thinkers, and collaborators (the "Four Cs").[2]

The preparation and presentation at the conference allow the inclusion and development of the Four Cs in their informal learning process. Although the “Four Cs” skills are inter-connected, communication competencies such as clearly articulating ideas through effective presentations; correct usage of the language, spoken and written; and usage of media technologies are essential for the future success in their academic pursuits as well as employability [3].

In the OST programs, students are expanding their knowledge in topics such as electricity, solar energy, mechanics and other. They explore the topics through hands-on projects designed to progressively promote students to build a final artifact (e.g. a solar-powered cart) that will lead them to prepare a presentation for the group. In designing their presentation and presenting to the audience the students 1) gain greater interaction and participation with the audience, 2) increase interest in the topic by discovering new material not covered before, 3) find new perspectives and points of view regarding the presented topic and, 4) improvement in communication and presentation skills [2] [4], which is beneficial for presenters and non-presenters. Doyle [15] presented a rationale of 16 points supporting the benefits of classroom presentations between these points students will need to deeply learn the material they want to communicate, and to be concrete and accurate. They will also analyze which information is relevant and prepare their presentation using media tools and resources that fit their needs to engage the audience. The benefits for the non-presenters include a review or a new view of the presented material and learning to listen and take the key points of the presentation. They will also learn and/or practice discussion about bringing different points of view than the one presented [4].

The members of the presenting team need to work together because the design of the presentation in the STEAM conference workshop is not an individual task. In this process they will need to also improve their collaboration skills.

In every interdisciplinary work team, conflicts can rise, from communication difficulties to status in the team [5]. For the team to present in the conference, they need to learn how to be respectful in their interactions with other members, listen to the ideas and point of view of others, and learn how to work in a cooperative environment.

According to Laal and Ghodsi [6], “Collaborative learning is an educational approach to teaching and learning that involves groups of learners working together to solve a problem, complete a task, or create a product." Laal and Ghodsi classified the benefits of Collaborative Learning (CL)

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in four categories: 1) social, 2) psychological, 3) academic and 4) alternate student and teacher assessment techniques. The social benefits include to develop a social support system for learners; construct a better understanding among students and staff; and build communities of learners. The psychological benefits include student-centered instruction to increase students' self-esteem and the academic benefits include the promotion of critical thinking skills, and student problem-solving initiatives. Collaborative learning also facilitates the implementation of different models of assessments.

According to Muller, [7] “Authentic assessment is a form of assessment in which students are asked to perform real-world tasks to demonstrate meaningful application of essential knowledge and skills." Following this line, Shridaran and Mustard [8] explained that authentic assessments are comparable to real-world task or assignments, where individuals or teams are able to use any resources available and at their disposal, such as other colleagues, experts, and access to materials and resources, with the goal to accomplish the task at hand.

Forms of authentic assessment include portfolios, reflective journals, oral presentations, work integrated learning, self and peer evaluation, performance assessment, and so on [9]. Larkin [14] supports that in the STEAM subjects, there is a need to provide students with different ways to prepare and present the knowledge they acquired in a subject, such as designing pedagogical activities that will lead students to be creative thinkers. The STEAM conference sets up a framework, allowing the implementation of an authentic assessment for the participants on the OST activities and programs.

Many OST activities and programs use a set of instruments such as pre- and post- assessments, as well as, attitudes towards STEAM, to gauge the point of view of the participants involved in the program [10],[11]. These kinds of assessments provide limited information on the learning that took place on the OST programs. According to Austin [12], the instructors in the OST programs can think that they presented the topic successfully, based on the indicators such as completion of the final artifact, without really knowing how much of the knowledge and skills presented in the program participants actually acquired.

Following a similar model to the one presented by Larkin [9], with the mentorship of their instructors, students participating in OST programs need to navigate the process to participate as a presenter in a conference. They will need to submit a proposal, receive the feedback of the organizers, modify their proposal, and submit their final version. If the participants' proposal is accepted, then they will prepare their presentation, and at the time of the event, present their workshop to the public at large.

The STEAM conference serves as a place where instructors can see firsthand the work of their students and assess their progress through observation of their behavior and performance in a real-world setting.

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The STEAM Conference

The STEAM Conference is an event designed to spark the curiosity of its participants by supporting a positive experiential opportunity for learning. This approach to learning is a result of the partnership between Columbia College Chicago Science and Mathematics Department and Northeastern Illinois University Center for College Access and Success.

The event provides the opportunity to middle school and high school students, teachers, educators and parents to attend multiple concurrent hands-on workshops session in Science, Technology, Engineering, Arts, and Mathematics (STEAM). One of the unique features of the conference is that the presenters are middle school and high school students that participate in pre-college academic programs, Scientists for Tomorrow, Junior Research Scientists and Upward Bound Math and Science.

The STEAM conference started in 2011 as a small meeting to provide teens participating in the OST activities and programs a venue where they can share with others what they learned in the programs, as well as allowing the leadership of the programs to promote the OST opportunities directly into the communities. This event was only offered to participants in our programs and families of the participants.

After discussion and assessment, the leadership of the partnership decided to further develop the event. The conference became one of the main activities for the three programs. Participants enrolled in the OST programs were expected to present at the conference, and a large number choose to enroll in the OST programs to have the opportunity to present at the STEAM Conference. At the same time, the STEAM conference transformed itself from a local to an open event, inviting the formal and informal entities in the city of Chicago to join and make the event a city-wide event. In this way, the event also promotes STEAM subjects and careers to the population at large, though the presentations designed by teens participating in our OST programs as well as from other OST programs from the city of Chicago and others from outside the city.

Unlikely most professional conferences there was no registration fees for the presenters and participants at the STEAM Conference. All the costs continue to be covered by the three programs.

During the implementation of the workshops by the participants aged 10 to 17 years old, the organizers observed that parents of the students who participated in the conference took a passive approach by assuming the role of chaperons, sitting in the back of the room not getting involved in the work of their children. To motivate other parents to be active participants in the conference we included workshops for parents, presented by the parents participating in the OST programs in a Community Based Organization (CBOs). Given the fact that a large number of parent participants were not English speakers, the parent workshops were presented in English and Spanish.

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With this design at hand, the leadership organized a conference model similar to any professional conference including a call for proposals, evaluation, coordination of parallel sessions, selection of a keynote speaker, logistic organization, and registration of presenters and participants.

For logistic reasons, the conference was implemented in one day (Saturdays) in the second or third week of May on the campus of Northeastern Illinois University

The general agenda of the conference is as presented below

Table 1 – Agenda of the STEAM Conference

8:00 am Registration for Presenters 8:45 am Bus Arrivals 9:00 am Participant Check In 10:00 am Welcome & Conference Opening 10:15 am Keynote Speaker 10:30 am Conference Session Review 11:00 am Concurrent Workshop Session 1 12:15 pm Lunch 1:10 pm Concurrent Workshop Session 2 2:30 pm Conference Closing 3:15 pm Bus Departure

The STEAM conference became a larger event for the various programs, as well as an expected event for many educational organizations in the city of Chicago.

The conference is one of the capstone events for the OST programs. It facilitates the stage for the students and their instructors to work together in the preparation and implementation of an authentic assessment. At the conference, the instructor can observe the performance of his/her students in a real-world situation.

Following is the description of the methodology implemented in the organization of the conference, as well as the information collected during the three last three conferences.

Implementation of the conference

Call for proposal

One of the goals of the conference is to serve as a framework where instructors can assess the performance of their students as presenters. Presenting in a conference is a real-world task. The students need to decide which STEAM topic they want to present to other youth, write a proposal, submit, and wait for approval. If selected, the team of presenters will then produce a presentation and prepare the tools and materials that will allow them to present a hands-on

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workshop to 20-25 participants in their session. As shown in the agenda in Table 1, the workshop can be presented twice: morning and afternoon.

The call for proposals form includes the following information: the presenter(s) contact information, their organization, title of the workshop, workshop description, a question about how they will include adults sitting in their activity, and for which age the workshop is recommended (K-5, 6-8, high school, college and parents). There is also a section where the presenters can let the organizers know if they need tech equipment or support (projectors, laptop, etc).

It is expected that presenters will work under the supervision and advice of their instructor; however, the students are the ones who have to submit the proposal. The objective of this exercise is for the participants to take the lead in the process by selecting the topic and preparing their own presentation. The role of the instructor is to ensure the feasibility of the workshop and to support the students during their preparation.

In the call for the proposal, the presenters are responsible for the materials and tools needed for the implementation of their workshop. This request is important to mention because the CBOs need to provide the transportation and the materials needed for the implementation of the workshops. The material and logistical support of the CBOs participating in the event contributes to the sustainability of the conference.

All the proposals are submitted through a Google form.

Figure 1 shows an example of a proposal submitted for three high school students, participating in the Junior Research Scientists program:

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Figure 1 – Proposal to present a workshop at the STEAM conference

Acceptance of the proposal

When the call for proposals ends, a team from the conference leadership assesses the proposals and decides which proposals can be included in the conference following the rubric:

Are the presenters’ age 10-17 years old? Does the proposal include the building of an artifact that the participants can take home (such as a physical device, an app, a software product, etc.) so they can continue their exploration at home? Does the proposal include a sound strategy to involve adults in the workshop?

Selected proposals are invited to present at the conference. The presenters (and their instructor) need to confirm their participation at the event by sending and accepting email to the organizers. After receiving the confirmation, the selected workshops are included in the program of the event.

Logistic arrangements for the conference

As at any professional conference, the STEAM conference needs a large auditorium to facilitate the opening, keynote speaker presentation, and closing ceremony. The venue needs to have multiple rooms for the implementation of the workshops, lunch, and rooms with computer labs. In addition, because a large number of the participants are children 10 to 17 years old, all of these facilities need to be accessible to provide a safe and secure environment where children can move from the auditorium to the workshops without going "outside" of the premises. For these reasons, the conference needs to take place in the campus of the Northeastern Illinois University, which provides the facilities as well as the needed security services to ensure the successful implementation of the conference. For the selected Saturdays, the campus is the host of the conference.

Selection of the Keynote Speakers

The attendees who come to the conference live in low-income neighborhoods in the city of Chicago where they do not have access to participate in STEAM activities. In the near future, many of them will be the first member of their family to continue a post-secondary education. In addition, the demographics of the past conferences shows that there are more female attendees than male. Therefore, in the selection of the keynote speaker the organizer team focuses on a successful woman in the STEAM fields, to share with the audience their path to become an active and successful member of the STEAM community. Keynote speakers have included: Georgette Yakman, Founder and Researcher of STEAM education; Dr. Rabiah Mayas, Associate Director of Science and Society-Northwestern University; Laura Sanchez, Founder and CEO of SWATware, a full service IT company; and Dr. Waleska Aldana Segura from the University of San Carlos in Guatemala, one of the 40 women around the world to be selected by the Department of State to be part of the cohort #Hidden No More.

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These STEAM professionals shared their experiences from their time growing up in elementary school, to how they took a path to become successful members of the STEAM community. The selection of female STEAM professionals is oriented to show our young participants that the STEAM field is not only for men, so that the presenters can be seen as role models for the attendees.

Structure of the Student-led STEAM workshop

In preparation for the conference and under the supervision of the instructor, the presenters develop an audiovisual presentation of the content they will present at the conference, as well as the procedure to develop the artifact the attendees will work on during the session and take home with them after the session. The production of this audiovisual resource is a requirement for the presenters and are part of the Columbia College Chicago and Northeastern Illinois University programs. Instructors and coordinators from the leadership of the programs will verify the accuracy of the presentations and suggest changes to ensure the quality of the content presented by the presenters at the conference.

As presented in the general agenda after the opening ceremony the conference includes two parallel sessions of workshops. Each session has a duration of 75 minutes. Each workshop takes place in an appropriate room according to the needs of the workshop (regular classroom, laboratory, computer lab or open space).

The conference hosts more than 25 different workshops each year. Every workshop has a capacity of 25 attendees. When the room is at full capacity, the presenters close the door and place a sign "Session FULL”. In this way, attendees migrate from overcrowded sessions to other workshops with few attendees. The goal is that all of the presenters have the opportunity to present in a real setting with an audience.

At the conference, the presenters deliver their workshop twice; once each in the morning and afternoon session. After each session, the presenters will distribute an anonymous evaluation form. This evaluation includes the basic information of the attendee (age and gender) and statements to be assessed in a 5 point Likert-type scale: 1 being Strongly disagree to 5 Strongly agree.

These statements are:

1. The information was presented in an organized manner 2. The Instructor/s were knowledgeable on the topic 3. I would be interested in attending a follow-up, more advanced workshop on this same

subject 4. I will recommend this workshop to other teens 5. After this experience, I would be interested in presenting a Workshop at the next STEAM

conference 6. I will recommend the STEAM conference to other teens, parents, and teachers

To close the evaluation, there is an opportunity for the attendee to express their comments regarding the presentation.

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Closing ceremonies

At the end of the conference, will be two closing ceremonies; one for the attendees and a separate one for the presenters. In the closing ceremony for the presenters, each member will be recognized and will receive a "Certificate of Presenter" and a letter of recommendation signed by the directors of the programs. The OST programs from both universities have the goal to promote teens to pursue careers in the STEAM field. Anecdotal data confirm two important points: 1) many of the presenters enrolled in the OST program offers them the possibility to be a presenter and explore STEAM topics, and 2) many of the presenters at the STEAM conference had indicated that they want to pursue careers in STEAM and they plan to apply to STEAM-oriented high schools or STEAM-oriented universities.

Attendees and presenters’ registration to the conference

When the STEAM conference started in 2011, the organizing team developed an online system for registration of the attendees. Given the fact that the conference is free, many people registered to participate and did not attend. We continue using online registration to have a general idea of how many attendees we can expect. To have a precise account of the attendees to the conference, in the last three years the organizing team developed a second layer of registration based on identification cards that the attendees complete and turn in once on site. One of the two cards will be used as a name tag, and the other will have the attendee information without their name: School/CBO, age, gender, ethnicity, and an attendee number.

Figure 2 – Example of the on-site registration card

Attendees registration takes place in two processes:

1) If the group arrives with a bus, an organizer team member provides them with an envelope contained the cards and pens in the parking lot. Before going to the auditorium, the team member collects the cards with the information of the attendees.

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2) If individual families arrive at the conference, there is a registration table where they will receive the cards to be filled before having access to the auditorium

Also, there is a large possibility that presenters will change. To have the updated information, the presenters who arrive at the conference register using the same card system and proceed to organize their assigned room for their activity. In preparation for their presentation, they test their audiovisual aids (presentation) and rearrange the furniture in the room for the needs of their workshop.

Using this registration system allowed the organizers to have a precise count of the participants at the conference. Although this system proved to be effective, one of the cons is the need for several volunteers and staff members to ensure that the process runs as smoothly as possible, given that a large amount of attendees arrives between 9:45 and 10:15 am.

The day of the conference

The day of the conference is the culmination of several months of hard work from all the people involved in this enterprise. As mentioned before, the conference is free for all presenters and attendees. All the logistics for the implementation are covered by OST programs, the Universities, and the hard work of dozens of volunteers. The stages that follow are identical to any professional conference. Following is a brief description of the development activities occurring during the conference day.

Presenters teams start arriving between 8:00 and 9:00 am at Northeastern Illinois University, where the conference is taking place. After registration, the presenters receive their presenter package. This package includes information about the conference, a "Session FULL" sign, and paper forms for evaluation of the session. After registration, volunteers lead presenters to their rooms and verifying that the presenters have all the necessary equipment as requested in their submission. All presenters receive a t-shirt with the logo of the conference and the indication "Presenter."

Attendees start arriving between 9:00 and 10:15 am. A large part of attendees typically arrives at the conference on buses from their CBOs. In a pre-determined parking lot, a group of volunteers is waiting for the buses with the attendees’ registration cards. The attendees will complete the registration cards with the requested information and also produce their name-tag. Volunteers collect the cards and the attendees are guided to the main auditorium for the open ceremony.

For the attendees that arrive on public transportation or persona cars, there are registration tables manned by volunteers to facilitate the registration process of the new arrivals. It is important to remark that no one without a name-tag is allowed to enter the auditorium. In this way, the organizer can ensure a more accurate account of the attendees.

The opening ceremony of the conference starts at 10:00 am with a welcome from the conference leadership that leads to the introduction of the keynote speaker. As mentioned prior, keynote speakers are selected who can serve as a role model for the large audience: middle and high school students. Also in consideration to the audience, their presentations are limited to 15-20 minutes and are focused in their path to be successful members of the STEAM community.

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The organizers of the conference then explain to the attendees the logistics of the conference. There is a brief summary of the workshops and where the workshops are taking place. Due to excess waste, we changed from a multi-page program to a simple page containing only the name of the workshop and location. The attendees can find the description of the workshop using their phone on the website of the conference. Following the workshops summary, the attendees have time to decide which workshop they want to attend and start walking towards their selected one. Presenters invite attendees to join their session until the number of attendees in the room is 25. In this case, the presenters will close the door and place the sign – Session FULL.

The first round of parallel sessions starts at 11:00 am. Each team starts the implementation of their workshops under the supervision of their instructor. The role of the instructor is to ensure that the presenters are doing their task properly and to provide moral support as needed. Many of the presenters are young and they do not have previous experience presenting. The session is scheduled to end at 12:15 pm when the attendees break for lunch. This allows for attendees and presenters some extra time to complete their projects, if needed.

Lunch is provided for presenters, but not the attendees. The lunch break is 55 minutes. In this time the presenters eat their lunch and prepare the second round of their sessions.

The afternoon round of parallel sessions follows the same structure as the morning round. All of the sessions are concluded by 2:30 pm. All attendees return to the main auditorium for the closing ceremony. After a short debriefing about the conference, participants will enter a raffle by submitting their badges that have two stickers suffixed as proof that they attended the two workshops, then they are dismissed. After cleaning their workshop rooms, presenters are gathered in a second auditorium for their recognition ceremony, where they receive their certificate and letter of recommendation. Typically, by 3:15 - 3:30 all the attendees and the presenter have left the premises.

The same leadership personnel implemented the STEAM conference for eight years. Each year we learn more about how to improve the logistics of the conference. Often we question whether we should continue, given lack of support or the low level of commitment from many of the CBOs in the conference, but when we assess the impact of the conference on the teens participating in our OST programs, is when we decide to start the next STEAM conference cycle.

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The STEAM conference – Years 2016, 2017 and 2018 – in numbers

Registration

Table 2. Summary of the Registration of the STEAM conference for the years 2016, 2017 and 2018 – Presenters and Attendees

By observing the registration data, there is a clear trend indicating a decreased number of participants in the past years. This trend also correlates with a decrease in CBOs participating in the OST programs. The two main reasons provided by the CBO are 1) lack of funding to run the programs, and 2) lack of qualified STEAM instructors. Another factor to consider is the weather. For the last two conferences (2017 and 2018) the weather was atypically cold and rainy, discouraging parents and children from joining a non-mandatory Saturday event.

Number of parallel sessions per year

Every year the conference has a different group of middle and high school students participating as presenters. For them, the experience of developing their own workshop is unique. Each instructor that decided to lead his/her team to present at the conference, developed his/her

STEAM Conference RegistrationYear 2016 2017 2018By GenderFemale 413 235 151Male 263 179 115Undeclared 39 29 22Total 715 443 288By Age0-4 15 4 35-10 122 92 3211-13 223 149 7714-17 143 58 8618-24 30 26 1125-34 39 26 2334-49 85 57 4150-65 31 16 10>65 1 1 0undeclaired 26 14 5By EthnicityAfro american / Black 232 59 29Hispanic /Latino 322 322 206Caucasian / White 57 22 23American Inidian 11 0 0Asian 40 11 10Undeclaired 53 29 20

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strategy. Many decided to lead their team to design a new activity, and others to recycle activities which were implemented in previous conferences. An example of the STEAM conference program is attached (Appendix 1).

Table 3 - Number of parallel sessions at the STEAM conference per year.

Parallel Sessions

for Middle School students

Parallel Sessions for High School

students

Parallel Sessions for all ages

Parallel session for Parents

Total Parallel sessions

2016 15 8 16 3 42 2017 13 8 5 2 28 2018 12 6 5 3 26

4.3 - Summary of the sessions’ evaluations

As mentioned above, after each session the presenters requested from the attendees in their workshop to fill an evaluation form regarding their presentation. Even though the information was collected at all the individual workshops and shared with the presenters and their instructors, Table 4 summarized the answers to the six statements of the collected evaluation forms per year. The number “n” represents the number of collected surveys after the workshops per year. The number for each statement represents how many of the attendees that provided the evaluation, agree or strongly agree with the given statement.

Table 4 – Summary of the evaluations

Statement from the workshop evaluation from

2016 (n=710)

2017 (n=466)

2018 (n=353)

Agree and Strongly agree 1 - The information was presented in an organized manner 92.9% (660) 86.5% (403) 92.6% (327) 2 - The Instructor/s were knowledgeable about the topic 94.5% (671) 92.7% (431) 94.6% (334) 3 - I would be interested in attending a follow-up, more advanced workshop on this same subject

83.7% (592) 84.0% (391) 91.8% (319)

4 - I will recommend this workshop to other teens 89.1% (626) 87.2% (404) 91.8% (320) 5 - After this experience, I would be interested in presenting a Workshop at the next STEAM conference

75.8% (533) 90.1% (420) 73.9% (260)

6 - I will recommend the STEAM conference to other teens, parents, and teachers

91.3% (645) 90,1% (420) 92.6% (325)

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From the data presented in Table 4, it is possible to see the following points:

• The attendees had a good experience participating in the workshop (Question #4); • The attendees recognized the preparation of the instructors to facilitate the workshop

(Question #1 and #2); • The workshop generated in the attendees a desired to continue learning the presented

topic (Question #3); • The attendees had a good experience attending the STEAM conference (question #6) • . And finally, assuming that the attendees that answer “agree or strongly agree” to the

question #5, participate in the two workshops of the conference, then the number of attendees that declared they are interested in to present at the next STEAM conference was 513 potential presenters. This is a good indicator that for many young people participating in events led by their peers can serve of a source of motivation.

Discussion Does the STEAM conference generate an effective frame for the youth involved in the OST programs to develop the 21st Century skills? Although anecdotal data provided by instructors, parents and the leadership of the OST programs indicate improvement in the presenters' skills, more focused research is needed to support this hypothesis. It is important to clarify to the readers that the STEAM conference event, as well as the OST programs, are not part of the formal education system. All of the youth participants involved are self-selected and the resources for the implementation of the OST programs and the conference itself are very limited. It is the opinion of the authors that the systematic implementation of events such as the STEAM conference under the frame of the formal education, provide educators as well as students with an excellent opportunity to learn and grow together, and not only for the self-selected group of students, presenters as well as attendees, that decided to participate. As a reflection, many of the students that participated in the STEAM conference as presenters stated that the experience changed the way they see their learning future. It is difficult to assess if the changes described by the students are a consequence of the STEAM conference, their participation in the OST programs or other factors. What is certain is that the STEAM conference facilitates a learning framework where students and their instructors can explore new topics, acquire new skills, and develop a strong sense of leadership.

For more information about the 2019 STEAM conference visit the site of the conference steamconf.org. If you like to be involved in the next conference you may contact [email protected] Acknowledgments The authors would like to extend their sincere recognition to all the students, parents, instructors, CBOs leaders and the large number of volunteers that contributed to make the STEAM conference an event that inspires young and not so young participants to explore the STEAM fields. Without their contribution, the conference will not be possible.

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References

[1] National Education Association. (2012). Preparing 21st-century students for a global society: An educator's guide to "the four Cs." Washington, DC: Author. Available: http://www.nea.org/assets/docs/A-Guide-to-Four-Cs.pdf

[2] “Communication and Collaboration.” P21.org. Partnership for 21st Century Skills. Web. 16 May 2011. http://www.p21.org/index.php?option=com_content&task=view&id=261&Itemid=120.

[3] Živković, Slađana. (2014). The Importance Of Oral Presentations For University Students. Mediterranean Journal of Social Sciences. 5. 10.5901/mjss.2014.v5n19p468.

[4] Girard, M. P., & Trapp, P. (2011). “An exploratory study of class presentations and peer evaluations: Do students perceive benefits?” Academy of Educational Leadership Journal, vol. 15, no. 1, pp. 77-94.

[5] Rider, Elizabeth. (2002). Twelve strategies for effective communication and collaboration in medical teams. BMJ 2002; 325:S45.. 10.1136/bmj.325.7359.S45.

[6] Laal, Marjan & Ghodsi, Seyed. (2012). Benefits of collaborative learning. Procedia - Social and Behavioral Sciences 31 (2012) 486 – 490. 10.1016/j.sbspro.2011.12.091.

[7] Mueller, Jon. (2005). The Authentic Assessment Toolbox: Enhancing Student Learning through Online Faculty Development. Journal of Online Learning and Teaching. Retrieved on December 2018 from the website http://jolt.merlot.org/documents/vol1_no1_mueller_001.pdf

[8] Sridharan, Bhavani & Jamie, Mustard. (2016). Authentic Assessment Methods: A Practical Handbook for Teaching Staff Part-I, Deakin University.. 10.13140/RG.2.1.2358.7921.

[9] Larkin, Teresa. (2014). The Student Conference: A Model of Authentic Assessment. International Journal of Engineering Pedagogy (iJEP). 4. 10.3991/ijep.v4i2.3445.

[10] Caplan, M. (2017, June), Scientists for Tomorrow - A Self-Sustained Initiative to Promote STEM in Out-of-School Time Frameworks in Under-Served Community-Based Organizations: Evaluation and Lessons Learned Paper presented at 2017 ASEE Annual Conference & Exposition, Columbus, Ohio. https://peer.asee.org/28812

[11] Caplan, M. (2018, June), Assessment of the Impact of Summer STEAM Programs on High School Participants Content Knowledge and Attitude Towards STEAM Careers Paper presented at 2018 ASEE Annual Conference & Exposition, Salt Lake City, Utah. https://peer.asee.org/29838

[12] Astin, A. W., & Antonio, A. L. (2012). Assessment for excellence: The philosophy and practice of assessment and evaluation in higher education. Lanham, Md: Rowman & Littlefield Publishers

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[13] Caplan, M. (2010, June), Exploring A Valid And Reliable Assessment Of Engineering And Technology Education Learning In The Classroom Paper presented at 2010 Annual Conference & Exposition, Louisville, Kentucky. https://peer.asee.org/16034

[14] Larkin, T. L. (2016), The Creative Project: Design, Implementation, and Assessment. International Journal of Engineering Pedagogy. 2016, Vol. 6 Issue 1, p72-79. 8p.

[15] Doyle, T (2018). Rationales for Giving Classroom Presentations. Retrieved from https://learnercenteredteaching.wordpress.com/teaching-resources/rationales-for-giving-classroom-presentations/

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Partnerships in Action: expanding educational opportunities 

Welcome to the 7th Annual 

The STEAM Conference is an event designed to spark the curiosity of its participants by supporting a positive experiential opportunity for learning.  This approach to learning is a result of the partnership between Northeastern Illinois University and Columbia College Chicago. Services Funded through Grants from the U.S. Department of Education & Scientist for Tomorrow.  www.steamconf.org 

Appendix 1

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Partnerships in Action: expanding educational opportunities 

*If anyone gets lost please, report to the Student Union Building, Room SU-123

The STEAM Conference is an event designed to spark the curiosity of its participants by supporting a positive experiential opportunity for learning.  This approach to learning is a result of the partnership between Northeastern Illinois University and Columbia College Chicago. Services Funded through Grants from the U.S. Department of Education & Scientist for Tomorrow.  www.steamconf.org 

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Partnerships in Action: expanding educational opportunities 

STEAM Conference 2017 Workshop Sessions 

Workshop Session  Workshop Session 

Middle School Room Number

High School Room Number

Robotics Autonomous programming FA - 216  Robotics Autonomous programming FA - 216 

Robot Wars SU - 003  Robot Wars SU - 003 

Calculator Robot LWH - 3005  Rockets FA - 203 

Manual Pinball LWH - 3003  App Development B-104

Circuit Monster BBH - 233  Music editing and production B-105

Lighting the Way, the Boba Straw Lamp BBH - 364  Arduino Circuitry LWH - 3105 

Underwater ROV exploration FA - 107  Underwater ROV exploration FA - 107 

Folding, Fanning, Flying! BBH - 360  Building a Robotic Arm BBH - 113 

Build a Spinning Motor! B - 158 

Launching Rockets … Sky is the limit BBH - 112 

Building a Robotic Arm BBH - 113 

Charging the battery with the Sun BBH - 129 

Microtronics – Robotics you can

afford!!!

BBH - 131 

The STEAM Conference is an event designed to spark the curiosity of its participants by supporting a positive experiential opportunity for learning.  This approach to learning is a result of the partnership between Northeastern Illinois University and Columbia College Chicago. Services Funded through Grants from the U.S. Department of Education & Scientist for Tomorrow.  www.steamconf.org 

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Partnerships in Action: expanding educational opportunities 

STEAM Conference 2017 Workshop Sessions 

Workshop Session  Workshop Session 

Parent Workshops Room Number

All Grades Room Number

Mouse Trap Car "Construyendo un carro propulsado por una ratonera"

SU - 215 Balloon Powered Cart BBH - 311

Magic Brain "El Cerebro Magico" SU - 214 LED Designer Jewelry BBH - 325

Bobalicious LED Lamp BBH - 201

Reuse and Recycle BBH - 224

Microtronics – Robotics you can afford!!! BBH - 131

www.steamconf.org 

The STEAM Conference is an event designed to spark the curiosity of its participants by supporting a positive experiential opportunity for learning.  This approach to learning is a result of the partnership between Northeastern Illinois University and Columbia College Chicago. Services Funded through Grants from the U.S. Department of Education & Scientist for Tomorrow.  www.steamconf.org