STEAM Program Evaluation, 2024

The purpose of this program evaluation is to assess the effectiveness and impact of the Black River Innovation Campus’ (BRIC) STEAM programming, which began in February 2024. The evaluation aims to provide valuable insights into how well the program is achieving its goals of increasing math and science scores within the Windsor County school district and neighbouring regions, as well as promoting participation in STEAM activities among underserved members of the community. The scope of the evaluation includes examining student outcomes, educator professional development, community impact, and the financial aspects of the program. By evaluating these components, the evaluation seeks to identify strengths and areas for improvement, ultimately guiding the program’s future development and ensuring its sustainability and relevance to the community’s needs.

Student Outcomes

Image
Math and Science Scores
Proficiency in these subjects lays the foundational skills necessary for success in more advanced STEM fields.
2011
National Research Council
As the National Research Council (2011) notes, strong mathematical and scientific abilities are critical for developing technological and engineering skills.
2012
Hossain & Robinson
there is a clear link between high performance in these subjects and better educational and career outcomes in STEM fields, which underscores the long-term benefits of tracking these metrics (Hossain & Robinson, 2012)
2016
U.S. Department of Education
Secondly, math and science scores are typically measured using standardized tests, providing a consistent and objective framework to assess student performance across various schools and regions (U.S. Department of Education, 2016)
Image
STEAM Activity Participation
According to our summer camp post-program likert evaluations (from 1-5, with 5 being most likely),
3.78
out of 5

How likely would you be to join camp again next year?
4.27
out of 5

how likely would you be to recommend this camp to a friend?
13
YES
16
Maybe
4
No

Are you interested in pursuing a career in coding, computer science, or a related field?
Image
Skill Development
Our summer campers and workshop students who interfaced with technology tools, many of whom had not previously used a mouse or keyboard, demonstrated remarkable improvement in computer literacy by the end of their sessions. Our summer campers became proficient in navigating the CoSpaces environment using a mouse and keyboard, and designing 3D maps that were VR-ready. Collaborative projects were common, with students sharing their work and exploring new concepts like block coding together. This collaboration facilitated natural growth and the exchange of ideas, resulting in students creating rudimentary User Interfaces for their games, coding events, and even setting up primitive AI systems. Game theory and design concepts were easy for students to pick up as well, due to the nature of CoSpaces and the desire of students to make a product that was engaging and fun for the user.
These skill improvements align with the Common Core State Standards (CCSS), Next Generation Science Standards (NGSS), as well as Technology and Engineering Standards (ITEEA) listed below.
Mathematics Standards
CCSS.MATH. CONTENT .3.G.A.1:
Understand the concept of a variable and be able to use variables to represent numbers and relationships in problem-solving contexts.
CCSS.MATH. CONTENT. 4.MD.A.2:
Use the four operations to solve problems involving measurement and conversion of measurements.
CCSS.MATH. CONTENT .5.MD.C.5:
Relate the unit circle and the definition of radian measure to the arc length of a circle and the circumference of a circle.
CCSS.MATH. CONTENT .6.EE.A.3:
Apply the properties of operations to generate equivalent expressions and solve problems involving expressions and equations.
Next Generation Science Standards (NGSS)
NGSS .ETS1 .A:
Understand the concept of a variable and be able to use variables to represent numbers and relationships in problem-solving contexts.
NGSS.ETS1.B:
Evaluate and refine a prototype or model using a range of tests.
NGSS.ETS1.C:
Analyze and interpret data to identify solutions and/or improvements to problems.
Technology and Engineering Standards
ITEEA Standards for Technological and Engineering Literacy:
Students demonstrate understanding of the nature of technology and engineering, including the ability to design, create, and use technological solutions to solve problems.

Educator Professional Development

Image
Skill Development

Professional development and community workshop opportunities from February 2024 until December 15th, 2024 impacted a total of around 40 educators across Vermont and New Hampshire, as well as around 10 community members. Topics covered were the development and use of AI tools and technology, CoSpaces, and LEGO Robotics. Skill growth centered around the computer science mindset, which incorporates problem-solving, analytical thinking, continuous learning, problem-oriented approaches, communication skills, time management, and quick learning.

While our CoSpaces workshops saw interest from educators participating in the professional development, curriculum implementation of the platform was minimal, with only 2 of 12 teachers continuing use of the platform after the initial training. However, the platform was used as a basis for a day-long workshop for 7th and 8th grade females (Girl Powered Event, sponsored by River Valley Tech Center in Springfield, Vermont) as a result of this training.

Image
Image
Instructional Practices
Additional data is needed to assess if our professional development has impacted teacher methodology in any way. As of today, no meaningful instructional practices have been altered to our knowledge.
Image
Satisfaction and Feedback
Additional data is needed to assess teacher satisfaction with our professional development programming. Pre and post surveys need to be created and collected in future professional development opportunities.

Program Funding/Cost

Our programming has impacted a total of 288 community members (of all ages). In order to achieve greater accuracy for our programs cost-effectiveness, additional data will need to be gathered in the areas of test scores, interest in STEAM careers pre and post-programming, and overall subject matter interest pre and post-programming. Based on our current data, it costs BRIC $293 a person for our combined programming. Our funding sources for this years’ programming are from Mascoma Bank Foundation, Claremont Savings Bank Foundation, Dalio Philanthropies, Cosmos Fund LLC, and the Vermont Better Places Grant.

Our limited survey results seem to indicate, as reflected earlier in this program evaluation, a high interest in our programming overall by both youth and adults/educators, and a desire for the programming to continue and expand.

This $293 cost for BRIC programming (which is currently free for all participants) compares very favorably against other STEM-related programming available to students around Vermont. Our student capacity is somewhat limited by available teaching space and instructor availability, but averages at 12 students per session. Here is a list of five comparison programs and their costs per person:

Vermont State University Youth Camps:
Located in Randolph, Vermont, these camps offer hands-on experience in science, health, advanced manufacturing, and more. The cost is free for eligible Vermont residents (high school, 20 students per session).
Aloha Foundation Camps:
Situated in Fairlee, Vermont, these camps provide a variety of STEM-focused activities. 2025 tuition is $13,650 for the full session, $8,950 for a half session, and $5,950 for the 2-week session (capacity varies, focuses on low camper:counselor ratio).
Audubon Nature Camp:
Located in Huntington, Vermont, this nature-themed camp offers STEM activities integrated with environmental education. The cost is around $300 per week (scholarships available, 10-15 students per instructor).
iD Tech Camps at University of Vermont:
Held in Burlington, Vermont, these camps focus on coding, robotics, and other STEM skills. The cost starts at $899 per week, with options for day and overnight camps (small group or 1-on-1 learning).
The Governor's Institutes of Vermont (GIV)
offers a sliding scale tuition structure to ensure accessibility for all students, regardless of their financial background. The tuition ranges from $10 to $2,650 depending on family income (serves around 1,674 students, or 2% of all Vermont high school students, across all programming).

Works Cited

  • Aloha Foundation Camps. (n.d.). Aloha Foundation Programs. Retrieved from Aloha Foundation
  • Audubon Nature Camp. (n.d.). Audubon Nature Camp. Retrieved from Audubon Vermont
  • Blotnicky, K. A., Franz-Odendaal, T., French, F., & Joy, P. (2018). A Study of the
  • Correlation Between STEM Career Knowledge, Mathematics Self-Efficacy,
  • Career Interests, and Career Activities.
  • Cerbito, A. F. (2020). Comparative Analysis of Mathematics Proficiency and
  • Attitudes Toward Mathematics of Senior High School Students.
  • Governor's Institutes of Vermont. (n.d.). Tuition and Costs. Retrieved from GIV Website
  • Gülhan, F. (2023). Parental Involvement in STEM Education: A Systematic Literature Review. European Journal of STEM Education, 8(1), 05.
  • Harvard Gazette. (2021). Increasing access and opportunity in STEM crucial, say experts. Retrieved from Harvard Gazette
  • Henderson, S. (2018). Grant Funding in STEM Education: Challenges and Opportunities. Journal of STEM Education, 19(2), 45-56.
  • Hossain, M., & Robinson, M. G. (2012). How to Measure and Evaluate Impact of STEM Initiatives in Education. Journal of Science Education and Technology.
  • iD Tech Camps at University of Vermont. (n.d.). Camps at University of Vermont. Retrieved from iD Tech
  • Markowitz, D. (2020). Diversifying Funding Sources for Educational Programs. Education Finance Journal, 22(3), 78-90.
  • Milner-Bolotin, M., & Marotto, C. C. F. (2018). Parental engagement in children’s STEM education. Part I: Meta-analysis of the literature. LUMAT:
  • International Journal on Math, Science and Technology Education, 6(1), 41-59.
  • Murcia, K., Pepper, C., & Williams, J. (2020). Youth STEM Career Choices: What’s Influencing Secondary Students’ Decision Making. Issues in
  • Educational Research, 30(2), 593-611.
  • National Research Council. (2011). Successful K-12 STEM Education: Identifying Effective Approaches in Science, Technology, Engineering, and
  • Mathematics. National Academies Press.
  • Punzalan, C. H. (2022). STEM Interests and Future Career Perspectives of Junior High School Students: A Gender Study. International Journal of
  • Research in Education and Science, 8(1), 93-102.
  • Shulga, T. I., Zaripova, Z. F., Sakhieva, R. G., Devyatkin, G. S., Chauzova, V. A., & Zhdanov, S. P. (2023). Learners’ career choices in STEM education: A review of empirical studies. EURASIA Journal of Mathematics, Science and Technology Education, 19(5), em2261.
  • Smith, J., & Roberts, L. (2021). Measuring Impact in STEM Education Programs. International Journal of Education and Development, 31(1), 112-130.
  • Tapia, M., & Marsh, H. W. (2005). How is the Conceptual Level of Students Associated with Learning Outcomes?
  • The White House Office of Science and Technology Policy. (2018). Charting a Course for Success: America’s Strategy for STEM Education.
  • U.S. Department of Education. (2016). STEM 2026: A Vision for Innovation in STEM Education.
  • Vermont State University Youth Camps. (n.d.). Youth Camps. Retrieved from Vermont State University
  • Wang, J. (2002). Relationship Between Mathematics and Science Achievement at the 8th Grade.
  • Wilson, K., & Goforth, T. (2019). Strategies for Financial Sustainability in Education Programs. Educational Leadership Review, 28(4), 55-67.