The Brains On! exploratory research study was guided by three overarching research questions:
Who is the audience for Brains On! and what are their motivations for listening to children’s science podcasts?
How are Brains On! listeners using the podcast and engaging with its content?
What kinds of impacts does Brains On! have on its audiences?
These questions were answered through a three-phase mixed-methods research design. Each phase informed the next, providing additional insights into answering the research questions. Phase 1 was a review of a sample of secondary data in the
This NOVA multiplatform media initiative consisted of a 2-hour nationally broadcast PBS documentary, Polar Extremes; a 10-part original digital series, Antarctic Extremes; an interactive game, Polar Lab; accompanying polar-themed digital shorts, radio stories, text reporting, and social media content; a collection of educational resources on PBS LearningMedia; and community screening events and virtual field trips for science classrooms. Across multiple media platforms the project’s video content had nearly 13 million views.
The research explored the potential for informal STEM learning
This paper discusses findings from the use of the Wise Guys and Gals (WGG) Observation of WGG Youth Protocol in a blended learning environment. The protocol was used to assess youth engagement when completing blended engineering design challenges at two Boys and Girls Clubs. WGG is a project funded through a grant from the National Science Foundation and which brings blended learning design challenges to middle school aged learners in informal STEM (science, technology, engineering, and mathematics) settings. This paper explores the feasibility of using the observation protocol to collect data
Our goal in creating this guide is to provide practitioners, organizations, researchers, and others with a “one-stop shop” for measuring nature connections. The guide is for those interested in assessing and enhancing the connections their audiences have to nature; we use the term “audience” to refer broadly to your participants or to any group you are trying to assess. The guide can help you choose an appropriate tool (for example, a survey or activity) for your needs, whether you work with young children, teenagers, or adults (see the Decision Tree on p. 14). The guide also includes 11 tools
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TEAM MEMBERS:
Gabby SalazarKristen KunkleMartha Monroe
The Brains On! exploratory research study was guided by three overarching research questions:
Who is the audience for Brains On! and what are their motivations for listening to children’s science podcasts?
How are Brains On! listeners using the podcast and engaging with its content?
What kinds of impacts does Brains On! have on its audiences?
These questions were answered through a three-phase mixed-methods research design. Each phase informed the next, providing additional insights into answering the research questions. Phase 1 was a review of a sample of secondary data in the
The goal for this research study was to determine the role of the SciGirls gender-equitable strategies on participating youths’ STEM identity changes in 16 participating SciGirls’ programs across the nation. The definition of STEM identity was based on Eccles (2007), Carlone and Johnson (2007) and Calabrese Barton and colleagues (2013). According to these researchers, individuals must have a positive STEM identity in order to persist in STEM careers. This positive STEM identity is affected by an individual’s expectations of success in STEM and the value they see in STEM and STEM careers
Twenty-first century skills are vital for preparing youth for careers in science, technology, engineering, and math (STEM) fields. STEM out-of-school time (OST) programs play an important role in helping youth develop these skills, particularly the teamwork skills necessary for the growing collaborative nature of STEM jobs. However, there is a lack of appropriate measures to evaluate this key programmatic outcome in STEM OST settings. This dissertation research addresses the lack of measures through the development of an instrument to assess team communication skills in middle and high school
The Museum of Science, Boston’s Research and Evaluation Department conducted a summative evaluation of The Hall of Human Life (HHL) exhibition. This 9,700 square foot exhibition is geared towards older children and adults. It is focused on human biology and human health with the main message, “Human beings are changing in a changing environment.” Visitors are able to use their own bodies and behaviors to understand biological mechanisms. Unique to this exhibition, visitors are able to use scannable wristbands to record and compare personal data with other Museum visitors to learn about their
As the maker movement is increasingly adopted into K-12 schools, students are developing new competences in exploration and fabrication technologies. This study assesses learning with these technologies in K-12 makerspaces and FabLabs.
Our study describes the iterative process of developing an assessment instrument for this new technological literacy, the Exploration and Fabrication Technologies Instrument, and presents findings from implementations at five schools in three countries. Our index is generalizable and psychometrically sound, and permits comparison between student confidence
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TEAM MEMBERS:
Paulo BliksteinZaza KabayadondoAndrew P. MartinDeborah A. Fields
Concord Evaluation Group (CEG) conducted an outreach partner evaluation for Design Squad Global (DSG). DSG is produced and managed by WGBH Educational Foundation. WGBH partnered with FHI360, a nonprofit human development organizations working in 70 countries, to implement DSG around the globe.
In the DSG program, children in afterschool and school clubs explored engineering through hands-on activities, such as designing and building an emergency shelter or a structure that could withstand an earthquake. Through DSG, children also had the chance to work alongside a partner club from another
In 2017, Concord Evaluation Group (CEG) conducted a summative evaluation of Design Squad Global (DSG). DSG is produced and managed by WGBH Educational Foundation. WGBH partnered with FHI 360, a nonprofit human development organizations working in 70 countries, to implement DSG around the globe.
In the DSG program, children in afterschool and school clubs explored engineering through hands-on activities, such as designing and building an emergency shelter or a structure that could withstand an earthquake. Through DSG, children also had the chance to work alongside a partner club from another
MobiLLab is a mobile science education program designed to awaken young people’s interest in science and technology (S&T). Perceived novelty, or unfamiliarity, has been shown to affect pupils’ educational outcomes at similar out-of-school learning places (OSLePs) such as museums and science centers. A study involved 215 mobiLLab pupils who responded to three surveys: a pre-preparation, at-visit, and post-visit survey. Results provide evidence for four dimensions of pupils’ at-visit novelty: curiosity, exploratory behavior, oriented feeling, and cognitive load. Findings also show that classroom