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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
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
COSI, in partnership with WOSU @ COSI, will be going forward with a project in which enhancements and other changes may be made to the WOSU exhibition space, entrance area, and adjacent hallway. This project may include, but is not limited to, introducing more elements of the PBS Kids brand, such as Sesame Street and Sid the Science Kid, into the exhibition space, introducing interactive elements regarding TV Production to the site, and adding loose parts to the Chroma Key exhibit. To inform decisions about the type and nature of enhancements most needed in the exhibit area, COSI desires to
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TEAM MEMBERS: COSI E. Elaine T. Horr
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
At the Maryland Science Center, a new permanent exhibition with a companion mobile game is focused on electricity. Multimedia Research, an independent evaluation firm, implemented a summative evaluation to assess how using the PowerUp! game in the exhibition influences engagement and knowledge acquisition. The evaluation collected timing and tracking observations and pre- and post-interview data from 18 ten-year-olds who used the game within the Power Up! exhibition area and 16 ten-year-olds who did not use the game. Game players experienced the Power Up! exhibition area differently from non
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TEAM MEMBERS: Maryland Science Center Barbara Flagg Ilona Holland
resource evaluation Media and Technology
Produced by National Geographic Television and funded in part by the National Science Foundation (NSF), Alien Deep is a multi-platform media project designed to increase public literacy about: the fundamental principles and concepts underlying ocean systems and functions, the importance and challenges of oceanographic research and exploration, and the impact of the ocean on humanity and humanity’s impact on the ocean. The centerpiece of the project is a five-part mini-series that premiered on the National Geographic Channel in 2012. In addition to the five episodes, which were also made
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TEAM MEMBERS: Knight Williams Inc. Valerie Knight-Williams Divan Williams Rachel Teel Eric Anderson Gabriel Simmons
resource evaluation Media and Technology
Produced by Twin Cities Public Television, St. Paul, MN, and sponsored by the National Science Foundation, SciGirls (SG) is a multimedia project for upper grade-school and middle-school tweens. Weekly half-hour episodes are tied in with web and outreach activities in the fields of science, technology and engineering. Multimedia Research, an independent evaluation group implemented a summative evaluation of the SG Season Two multimedia project. Fifth grade girls (N = 87) viewed three shows over three weeks. They could visit the SG website at any time but were required to visit and play a Pick'm
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TEAM MEMBERS: Barbara Flagg Twin Cities Public Television
resource evaluation Media and Technology
The Luce Foundation Center (LFC) of the Smithsonian American Art Museum (hereafter, American Art or the Museum) ran an alternate reality game (ARG) titled PHEON (http://pheon.org/, http://apps.facebook.com/playpheon/register/) from September 2010 through August 2011. The game built upon the success of the Museum's previous ARG, Ghosts of a Chance (GOAC; http://ghostsofachance.com/; Goodlander, 2009), and was intended to increase familiarity with the Museum's collections, programs, and resources; highlight connections between the Museum and its collections with peoples' lives; and attract new
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TEAM MEMBERS: Jes Koepfler Smithsonian American Art Museum
resource evaluation Media and Technology
The Luce Foundation Center (LFC) of the Smithsonian American Art Museum (hearafter, American Art or the Museum) ran an alternate reality game (ARG) titled PHEON as an online game application on Facebook from October 2010 through September 2011. The game built upon the success of the Museum's previous ARG, Ghosts of a Chance (GOAC; Goodlander, 2009). In the Facebook game, players accepted missions inspired by the Museum's collections, completed them in the real world, and uploaded evidence in order to win points and progress through the game. Despite an established audience of GOAC players
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TEAM MEMBERS: Jes A. Koepfler Smithsonian American Art Museum