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resource evaluation K-12 Programs
In fall 2019, the Bell Museum received funding via a NASA TEAM II grant to create Mars: The Ultimate Voyage, a full-dome planetarium show and accompanying hands-on activities that focus on the interdisciplinary roles that will be needed to send humans to Mars. This report from Catalyst Consulting Group presents the findings from the summative evaluation completed in March–May 2023.
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TEAM MEMBERS: VERONICA DEL BIANCO Maren Harris Karen Peterman
resource research Media and Technology
The executive summary of the Formative Research Report for the project: Fostering Joint Parent/Child Engagement in Preschool Computational Thinking by Leveraging Digital Media, Mobile Technology, and Library Settings in Rural Communities.
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TEAM MEMBERS: Janna Kook Camille Ferguson Lucy Nelson Marisa Wolsky Jessica Andrews
resource research Media and Technology
This is the formative research report for the project: Fostering Joint Parent/Child Engagement in Preschool Computational Thinking by Leveraging Digital Media, Mobile Technology, and Library Settings in Rural Communities
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TEAM MEMBERS: Marisa Wolsky Jessica Andrews Janna Kook Lucy Nelson Camille Ferguson
resource evaluation Media and Technology
In 2019, the Advancing Informal STEM Learning program at the National Science Foundation funded the Advancing Ocean Science Literacy through Immersive Virtual Reality project, a pilot/feasibility and collaborative research project between The Hydrous and the Virtual Human Interaction Lab (VHIL) at Stanford University designed to investigate how immersive virtual reality using head mounted displays can enhance ocean literacy and generate empathy towards environmental issues, particularly among high school girls from different socio-economic backgrounds. The Hydrous was responsible for designing
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TEAM MEMBERS: Becky Carroll Pam Tambe
resource evaluation Media and Technology
This report summarizes evaluative findings from Computational Thinking in Ecosystems project, and the resulting product, i.e., a functional draft of a game called “The Pack.” Evaluative efforts included gathering feedback from key stakeholders—including members of the design based research (DBR) team members at the New York Hall of Science (NYSCI) along with advisors and project partners— about the game and the DBR process, as well as an independent assessment of the game via feedback from educators and a round of play-testing with youth.
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TEAM MEMBERS: Jennifer Borland
resource evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science of soundscape ecology analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater show, group activities, and websites. All components are designed with both sighted and visually impaired students in mind. Multimedia
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TEAM MEMBERS: Barbara Flagg Allan Brenman
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 evaluation Media and Technology
This presentation outlines the front-end and formative evaluation of the redesigned Ancient Worlds Gallery at the Milwaukee Public Museum (MPM), set to open in the spring of 2015. The gallery will contain artifacts, props, and interactives pertaining to ancient Near Eastern, Egyptian, Greek, and Roman cultures. The previous MPM exhibition featuring these civilizations was presented chronologically; for this new gallery, six themes have been selected to guide the visitor experience: construction, communion, community, communication, commerce, and conflict. When affiliated with the Institute for
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TEAM MEMBERS: Milwaukee Public Museum Sharisse Butler
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 evaluation Media and Technology
WGBH received funding to develop and create NOVA Labs, an online environment that provides teen audiences with an online research lab, educational content, and the opportunity to engage with authentic data, tools, and processes to investigate scientific questions. This work has begun with the development of a first pilot lab, called The Sun Lab. NOVA Education created and launched this lab in early summer 2012. Examining the site in its pilot form, the Lifelong Learning Group (LLG) engaged in a formative evaluation to support refinements and improvements in the design of subsequent NOVA Lab
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TEAM MEMBERS: NOVA Brooke Havlik Jessica Sickler
resource evaluation Media and Technology
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed for use by educators, students, and teens to engage learners with authentic data, processes, and tools of working scientists. The present evaluation study sought to investigate the outcomes achieved by users of the third NOVA Labs platform developed: Cloud Lab. The intended outcomes identified for student users were that they would: • Be able to successfully work with the real data provided in the Cloud Lab; • Demonstrate ability to interpret and use scientific data and tools; • Engage with real scientific data through the
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resource evaluation Media and Technology
In 2009, NSF funded development of Model My Watershed (MMW), a place-based, watershed cyber-modeling tool for middle and high school students and teachers. The online learning tool encourages students to investigate their neighborhoods and use scientific reasoning with real-world decision-making models similar to those used by STEM professionals to simulate systems and analyze processes. The project also sought to increase youth interest in possible opportunities in the STEM workforce and to aid in development of knowledge about earth science. This summary represents the first of a two-phase
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TEAM MEMBERS: Stroud Water Research Center John Fraser