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resource evaluation Public Programs
The Wayne State University Math Corps is a mathematics enrichment and mentoring program that operates during summers and on Saturdays. The curriculum and the pedagogies in this informal learning program have documented success of supporting youths' mathematics learning as well as raising achievement levels in school. Through rigorous research and evaluation, this project seeked to analyze and understand the nature, extent, and reasons for Math Corps' success with youth learning in Detroit as well as the processes of program replication in three sites: Cleveland, OH; Utica, NY; and Philadelphia
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TEAM MEMBERS: Lindsay Fox Barbara Harris
resource evaluation Media and Technology
Peg + Cat is a popular broadcast television series, developed by The Fred Rogers Company and airing on PBS, in which a girl named Peg and her sidekick, Cat, solve everyday problems using mathematics, creativity, persistence, and humor. Peg + Cat: Developing Preschoolers’ Early Math Skills was a three-year project, funded by the National Science Foundation, that aimed to impact children’s interest and engagement with mathematics, as well as their development of positive social-emotional skills. The project supported early math learning via the creation of additional Peg + Cat episodes, online
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resource evaluation Media and Technology
Peg + Cat is a popular broadcast television series, developed by The Fred Rogers Company and airing on PBS, in which a girl named Peg and her sidekick, Cat, solve everyday problems using mathematics, creativity, persistence, and humor. Peg + Cat: Developing Preschoolers’ Early Math Skills was a three-year project, funded by the National Science Foundation, that aimed to impact children’s interest and engagement with mathematics, as well as their development of positive social-emotional skills. The project supported early math learning via the creation of additional Peg + Cat episodes, online
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resource evaluation Media and Technology
Sense-making with data through the process of visualization—recognizing and constructing meaning with these data—has been of interest to learning researchers for many years. Results of a variety of data visualization projects in museums and science centers suggest that visitors have a rudimentary understanding of and ability to interpret the data that appear in even simple data visualizations. This project supports the need for data visualization experiences to be appealing, accommodate short and long-term exploration, and address a range of visitors’ prior knowledge. Front-end evaluation
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resource evaluation Media and Technology
AHA! Island is a new project that uses animation, live-action videos, and hands-on activities to support joint engagement of children and caregivers around computational thinking concepts and practices. This research is intended to examine the extent to which the prototyped media and activity sets support the project’s learning goals. Education Development Center (EDC), WGBH’s research partner for the project, conducted a small formative study with 16 English-speaking families (children and their caregivers) to test out these media and activity set prototypes. During the in-person video
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Leslie Cuellar
resource research Afterschool Programs
This paper examines STEM-based informal learning environments for underrepresented students and reports on the aspects of these programs that are beneficial to students. This qualitative study provides a nuanced look into informal learning environments and determines what is unique about these experiences and makes them beneficial for students. We provide results of a qualitative research study conducted with the Mathematics, Engineering, Science Achievement (MESA) program, an informal learning environment that has proven to be effective in recruiting, retaining and encouraging
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TEAM MEMBERS: Cameron Denson Chandra Austin Stallworth Christine Hailey Daniel Householder
resource research Museum and Science Center Programs
Staff facilitators in museums and science centers are a critical but often overlooked component of the visitor experience. Despite assertions about the important role they play in visitor learning, there continues to be almost no research to understand staff facilitation in these settings or identify effective practices. To address these gaps, we conducted a design-based research study to describe the work of experienced museum educators and iteratively refine a model of staff facilitation to support family learning at interactive math exhibits developed through a prior project. The resulting
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resource evaluation Media and Technology
The Peg + Cat ELM2 project sought to combine robust media-integrated teacher training in both math content and facilitation of classroom and family engagement activities with transmedia resources that parents and children could utilize at home. This cohesive approach resulted in increases in teachers’ confidence in and knowledge about their mathematics instruction, parents’ engagement in activities and conversations with their children around math, and children’s positive and persistent attitudes towards math, as reported by their parents. Taken together, these findings suggest that the Peg +
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resource evaluation Public Programs
The Art of Science Learning, Phase 2 was an NSF-funded research and development project to investigate the value of incorporating arts-based learning techniques in STEM-related group innovation processes. The project team created a new, arts-infused innovation curriculum in consultation with leading national practitioners in the arts, creativity, and innovation, then deployed that curriculum in “innovation incubators” in San Diego, Chicago, and Worcester (Mass.) in partnership with informal STEM institutions in those cities. At each incubator, diverse members of the public (from high school
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TEAM MEMBERS: Peter Linett Steve Shewfelt Nicole Baltazar Nnenna Okeke Dreolin Fleisher Eric LaPlant Madeline Smith Chloe Chittick Patton Sarah Lee Harvey Seifter
resource evaluation Media and Technology
PEEP and the Big Wide World/El Mundo Divertido de PEEP is a bilingual, NSF- funded public media project that uses animation, live-action videos, games, mobile apps, hands-on science activities to motivate preschool-age children to investigate the world around them. Online, PEEP extends children’s science and math learning with a mobile-friendly website that offers games, videos, and hands-on activities, as well as a collection of 15 apps. PEEP is also reaching children in preschool classrooms and family/home childcare settings via the PEEP Science Curriculum, which provides resources for a
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TEAM MEMBERS: Christine Paulsen Ashley Pereira Lisa Burke
resource evaluation Exhibitions
This study was a longitudinal summative evaluation of repeat visitors’ experiences in four Math Moves! exhibitions that were developed as part of a large collaborative exhibition development project called Math Core for Museums, and mounted at four museums around the country: Museum of Science (Boston); Museum of Life & Science (Durham, NC); Explora (Albuquerque); and Science Museum of Minnesota (St. Paul). The summative evaluation purposively selected four family groups at each institution and collected naturalistic data as the 16 groups engaged with the exhibits from 4-6 times over a two
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TEAM MEMBERS: Deborah Perry
resource evaluation Professional Development, Conferences, and Networks
The NISE Network Professional Impacts Summative Evaluation is a longitudinal examination of individual professionals over the final three years of NISE Net funding. This investigation is based on the NISE Network goals for professionals and explores how involvement with NISE Net impacts an individual professional’s sense of community, learning about nano, and use of nano educational products and practices. This evaluation primarily included professional partners who were: (1) Informal Science Educators (ISE): Professionals from science museums and children’s museums implementing informal
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