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resource evaluation Media and Technology
This assessment serves as the summative assessment of the IMLS-funded project at KU Biodiversity Institute and Natural History Museum: Natural History Mystery: Immersing families in a problem-solving game using museum collections. The assessment employs a mixed methods approach, in which both quantitative and qualitative data are collected. More specifically, quantitative data are generated from surveys that are administered to participants at the beginning and end of the game and analyzed by using descriptive statistics (i.e., mean, standard deviation, and histogram) and paired sample t-test
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TEAM MEMBERS: Haiying Long Teresa MacDonald
resource project Media and Technology
The University of Kansas Natural History Museum, in collaboration with the University of California Museum of Paleontology, will develop, test, and deploy an immersive educational game on the topic of evolution and common ancestry. The museum will frame the game with a narrative that involves tracing the origin of a zoonotic disease (infectious disease that is transmitted between species from animals to humans or from humans to animals). Played on the museum floor, the escape room-inspired game will explore innovative formats for museum learning and engagement. It is being designed for families with children ages 7 to 12, and by visiting groups of schoolchildren in grades 3 to 5.
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TEAM MEMBERS: Teresa MacDonald
resource evaluation Media and Technology
WCS launched its electronic field trip program, Distance Learning Expeditions, in 2001 when there was tremendous interest in the educational community in the potential of videoconferencing technology for program delivery, as well as money available for the purchase of related broadcast equipment. The program grew rapidly and was successful through 2009 -- serving 9,600 students in 2006-07, its largest year. From 2010 to 2014, with school budget cuts, high equipment maintenance costs, and shifts in staffing, participation in the program declined. In 2010, WCS secured a grant from IMLS for
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TEAM MEMBERS: Chris Hardee Michael Duffin
resource project Media and Technology
The Mansfield Public School District will create an online game curriculum program titled GameOn: Digital Citizens for students in the 5th and 6th grades. Teachers and librarians in the school district will work together to create a series of online games and quests that will meet curriculum goals while also providing an outlet for students to explore ideas and principles of digital citizenship.
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TEAM MEMBERS: Linda Robinson
resource evaluation Media and Technology
A two stage summative evaluation was conducted following the launch of the Mystic Seaport for Educators website, the final output resulting from the IMLS National Leadership grant entitled Mystic E-Port Digital Classroom project. The results of four focus groups, conducted in two phases, found consistent results suggesting that the project was successful at achieving all four goals as outlined in the original grant proposal. Appendix includes focus group protocol.
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TEAM MEMBERS: Mystic Seaport John Fraser
resource project Media and Technology
The Climate Change Toolkit includes a suite of resources that address the science behind climate change while encouraging participants to take action to reduce the effects of climate change. Each resource has been designed to be low cost and easy for educators to reproduce. Contents of the Toolkit include: (1) Ten Hands-on Cart Activities - These hands-on, cart-type science activities for families in an informal education setting or for children in an afterschool setting, engage participants with the science of climate change. The activities are divided into two categories, those that address the science behind climate change, and those that address how individual choices affect the rate of climate change. (2) Four Portable Self-Guided Exhibits Kits - These self-guided science kits use four hands-on activities per kit to explore how climate change is affecting the forest, ocean, urban, and atmosphere environments. Each kit can be packaged in a small bag or box and bundled together with an activity map box for check-out by families in an informal education setting. (3) Public Presentation - CO2 and You is a twenty-minute presentation that provides the option of using interactive clickers to introduce the science behind how fossil fuel consumption leads to climate change. The interactive presentation also explores how simple energy choices can have a positive effect on the climate. (4) Museum Field Trip Program - The Power the Future field trip uses an interactive diagram to explain how carbon based fossil fuels such as coal emit carbon dioxide and contribute to climate change. The program then discusses the need to transition away from carbon based energy sources such as fossil fuels to those that do not emit carbon dioxide, such as wind power. The second section of the program guides visitors through a hands-on inquiry activity where they explore their own windmills.
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TEAM MEMBERS: Charlie Trautmann Katie Levedahl Alberto López