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resource evaluation Media and Technology
This is the summative evaluation of Statistics for Action (SfA). The mixed-methods evaluation included both process (project implementation) and impact (project effectiveness) assessments. It was posited a cascade-like impact of SfA, in which new materials would be developed by TERC staff; a host of environmental organizations would be trained to utilize them with grass roots community groups; and these groups would then incorporate SfA into their ongoing environmental campaigns. Ultimately, it was theorized, the public messaging around environmental issues would be strengthened by SfA’s
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TEAM MEMBERS: Arbor Consulting Partners Margaret Connors Mindy Fried Madeleine Taylor
resource project Websites, Mobile Apps, and Online Media
SETAC is funded by the Lifelong Learning Programme of the European Union and emerges out of the need to undertake specific action for the improvement of science education. It regards science education as among the fundamental tools for developing active citizens in the knowledge society. SETAC draws on the cooperation between formal and informal learning institutions, aiming to enhance school science education and active citizenship looking further into the role of science education as a lifelong tool in the knowledge society. On the day of the project’s conclusion, 31 October 2010, after two years of work SETAC contributes the following products and results to the field: 1. “Quality Science Education: Where do we stand? Guidelines for practice from a European experience” This is the concluding manifesto that presents the results of the SETAC work in the form of recommendations for practitioners working in formal and informal science learning institutions; 2. “Teaching and Learning Scientific Literacy and Citizenship 
in Partnership with Schools and Science Museums” This paper constitutes the theoretical framework of the project and innovative ways of using museums for science education and develop new modes of linking formal and informal learning environments; 3. Tools for teaching and learning in science: misconceptions, authentic questions, motivation. Three specific studies, leading to three specific reports, have been conducted in the context of the project, looking in particular into notions with an important role in science teaching and learning. These are on: Children’s misconceptions; Authentic questions as tool when working in science education; Students’ attitudes and motivation as factors influencing their achievement and participation in science and science-related issues; 4. Activities with schools: SETAC developed a series of prototype education activities which were tested with schools in each country. 
Among the activities developed between the partners, two have been chosen and are available on-line for practitioners to use and to adapt in their own context. These are: The Energy role game, a role game on Energy invites students to act in different roles, those of the stakeholders of an imaginary community, called to debate and decide upon a certain common problem; MyTest www.museoscienza.org/myTest, which aims to encourage students to engage in researching, reflecting and communicating science-oriented topics; 5. European in-service training course for primary and secondary school teachers across Europe. The training course is designed in such a way as to engage participants in debate and exploration of issues related to science education and active citizenship. The course is open to school teachers, headteachers and teacher trainers from all EU-member and associate countries. Professionals interested can apply for a EU Comenius grant. All the products of the project as well as information about the training course are available at the project website, some of them in more than one languages: www.museoscienza.org/setac
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TEAM MEMBERS: MARIA XANTHOUDAKI
resource evaluation Public Programs
The goal of the SISCOM program is to improve science achievement of economically disadvantaged middle school students in science, through the development, implementation, and dissemination of a replicable, model program for use with underserved youth, especially girls, in informal educational settings. A number of programs and interventions geared toward bolstering the STEM interest and achievement of urban youth have been implemented across the country. Key elements that have proven to be successful have been incorporated into the SISCOM program include the longevity of intervention
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TEAM MEMBERS: Penny L. Hammrich, Ph.D. Kathy Fadigan, Ed.D. Judy Stull, Ph.D.
resource evaluation Media and Technology
Goodman Research Group, Inc. (GRG) conducted a comprehensive multi-method external evaluation of the Design Squad PBS television series and its outreach initiative. Design Squad is a live-action reality television series for 9-12 years-olds that aims to provide hands-on experiences and positive images of engineering through design competitions. The broad evaluation goals were to: 1) assess the extent to which children's knowledge, interest, and awareness of engineering increased as a result of watching the Design Squad series, 2) document the implementation of the community events resulting
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TEAM MEMBERS: Peggy Vaughan Elizabeth Bachrach Margaret Tiedemann Irene F Goodman WGBH
resource evaluation Media and Technology
In 2008, Goodman Research Group, Inc. (GRG) conducted summative evaluation of Absolute Zero, a collaborative effort of the University of Oregon's Cryogenic Helium Turbulence Laboratory and Twin Cities Public Television. The films were produced by Meridian/Windfall Productions, Washington DC, and/Windfall Films in London, UK. Outreach was spearheaded by Devillier Communications, Inc. The Absolute Zero project was centered on a two-part documentary about low-temperature physics, which aired on PBS/NOVA in early January 2008, as well as an outreach campaign, which included approximately 20
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TEAM MEMBERS: Irene Goodman University of Oregon Laura Houseman Marianne McPherson
resource project Public Programs
The City as Learning Lab (CaLL) is a comprehensive research and development initiative designed to create new measures of audience impact in technology experiences; identify features of university-community collaboration that facilitate sustainable community programs; and produce a set of tools and resources that allow other cities to tailor creative robotics programs to unique audiences. Project partners include the University of Pittsburgh Center for Learning in Out-of-School Environments (UPCLOSE), the Community Robotics Education and Technology Empowerment (CREATE) lab at Carnegie Mellon University's Robotics Institute, and the Georgia Institute of Technology as well as local museums, community organizations, and afterschool clubs. CaLL builds on the work of three existing youth technology programs in Pittsburgh targeting audiences ages 9-15: the Robot Diaries, Neighborhood Nets, and Robot 250. Research questions relate to creative processes in informal learning settings, use of robotics to engage diverse audiences, and changes in technological fluency after students leave the informal learning setting and apply their new knowledge and skills at home or in other learning contexts. The research incorporates data from up to 1000 program participants. Findings will establish evidence for how technological fluency can be measured, supported, and developed through informal technology learning experiences. Project deliverables include a CaLL curriculum, toolkit, new measures of audience impact, and identification of factors that support university/community collaborations. Broader impacts in informal technology education will be achieved by developing flexible toolkits that allow other communities to adapt and adopt CaLL technologies, curricula, and activities.
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resource project Media and Technology
Thirteen/WNET New York will develop and produce ten new episodes for a fifth season of Cyberchase. Broadcast daily on 340 PBS stations, Cyberchase has helped millions of children acquire a stronger foundation in mathematics. Cyberchase's content spans the 3rd-5th grade standards of the National Council of Mathematics. Ancillary materials, outreach and a highly popular Web site extend the learning and help make Cyberchase the sole mathematics media project available for the target age group of 8 to 11 year-olds. The new season will introduce a new campaign, "Math & Inventions: My Big Idea", to link mathematics and technology education and involve children in the invention process. These new programs will enrich the series' content while keeping viewers tuning in to the current shows. Plans include enhancing the Web site, building the inventory of multi-media outreach activities, strengthening the show's presence in after-school programs, and launching a new relationship with the museum community. Multimedia Research will conduct formative evaluation of two new elements to "My Big Idea" and a prototype of the online "Invention Machine." MediaKidz Research and Consulting (MRC) will conduct the pilot phase of a groundbreaking research study to evaluate the impact of varied media, and the interactions between the television series, Web site and outreach components, on children's mathematical thinking and attitudes toward mathematics.
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TEAM MEMBERS: Sandra Sheppard Michael Templeton Barbara Flagg
resource evaluation Media and Technology
SciGirls is a national outreach program of DragonflyTV supported by a grant from the National Science Foundation's Program for Gender Equity. SciGirls empowers PBS outreach professionals and science museum educators, often partnering with local youth organizations, educators and parents, to deliver hands-on science encouragement and career guidance to girls in their communities. SciGirls is based on existing standards-based DragonflyTV outreach resources, which teach scientific inquiry.
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TEAM MEMBERS: Valerie Knight-Williams Divan Williams Twin Cities Public Television
resource project Media and Technology
This project will develop a comprehensive Space Weather Outreach program to reach students, educators, and other members of the public, and share with them the discoveries from this scientific discipline. The Space Science Institute will capitalize on its prior successes and the success of other education programs to develop a comprehensive and integrated program that has the following five components: (1) the Space Weather Center website that includes online educational games; (2) Small Exhibits for Libraries, Shopping Malls, and Science Centers; (3) After-School Programs; (4) Professional Development Workshops for Educators, and (5) an innovative Evaluation and Education Research project. Its overarching goal is to inspire, engage, and educate a broad spectrum of the public and make strategic and innovative connections between informal and K-12 education communities. Partners include UC Berkeley's Space Sciences Laboratory; the American Library Association; Macerich: a mall developer with nationwide impact; and the Math, Engineering, Science Achievement program. The project brings together a creative collaboration between exhibit designers, graphic artists, formal/informal educators, and research scientists. The project spans a full spectrum of science communication strategies (formal, informal, and public outreach). The evaluation part of the project will examine how well the project elements work together and a pilot research study will explore the efficacy of online digital games for communicating complex space weather content. Results will be published and the findings presented at professional meetings and online. The three-year project is expected to impact well over two million people, including exhibit and website visitors and outreach visitors at various venues such as libraries and malls.
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TEAM MEMBERS: Paul Dusenbery James Harold Lisa Curtis Brad McLain