This report describes the findings of an evaluation of the K-5 school tour program at the Frye Art Museum in Seattle, Washington. These school tours observed in this study are based in the methods of the educational model of Visual Thinking Strategies (VTS), but take place during hour-long tours in the galleries, rather than repeatedly over longer periods of time, and are integrated with other questions, information, and activities developed specifically at the Frye. The findings reveal positive correlations between the use of VTS questions by gallery guides and desired student participation
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TEAM MEMBERS:
Valerie GrabskiLauren LeClaireAmanda Mae BomarFrye Art Museum
To gain insight into the Cyberchase audience, a Web survey was conducted with parents through the PBS Web site during June and July, 2005. Participants were 94 parents of children who were current or past users of at least one Cyberchase media component (e.g., TV, Web site, outreach materials, etc.). Roughly equal numbers of boys and girls were represented, and one-third of the children were identified as minorities. Parents were recruited through the Cyberchase Web site and online mailings, and were asked to complete the online survey. Rather than being representative of U.S. parents as a
During half-hour sessions, four third grade girls and four third grade boys from a Long Island elementary school were observed individually while playing an early prototype of a computer game called 'Inventors' Workshop. The procedure involved assessment of student interpretation of the part visuals and renaming of parts once the game had been experienced; suggestions for additional parts; comprehension of the connection of parts; understanding of rotation feature; ability to respond to three different and successively more difficult challenges; ability to invent their own challenge for
Cyberchase produced a Math & Sports unit during Season 6. Focus groups with fourth graders were implemented to assess understanding of sports diagramming and using symbols to represent plays and ball passes. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational outreach to impact millions nationwide. Designed for children ages 8 to 11 and packed with mystery, humor, and action, Cyberchase's mission is to improve kids' problem-solving and math skills, and inspire them with confidence and enthusiasm toward math. The TV
To prepare for future summative research on the synergy among multiple educational media, the present pilot research explored real-life use of Cyberchase outreach materials. The present pilot study included: a Web survey of 48 outreach providers (representing over 3000 children in 19 states), follow-up phone interviews with 26 of these providers, and in-person observations at two outreach sites, one in New York and one in Massachusetts. With an eye toward future summative research, the resulting data yield conclusions and implications in two broadly defined areas: providers' use of Cyberchase
The Builders Math game on the Cyberchase website provides an integrated, goal-oriented problem that combines math skills in measurement, geometry, and visualization. The formative procedure focused on: ability to read the game text; interpretation of the terminology and suggestions for alternative terminology; transparency and usability of features; and comprehension of the four rounds of play. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational outreach to impact millions nationwide. Designed for children ages 8
To help guide the development of Season 7 (Do The Math!), this formative evaluation gathered feedback from third graders in response to three different materials: (1) a web-based game concept; (2) a web-based storymaker concept; and (3) The Misadventures of Buzz & Delete short videos. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational outreach to impact millions nationwide. Designed for children ages 8 to 11 and packed with mystery, humor, and action, Cyberchase's mission is to improve kids' problem-solving and
As part of a National Science Foundation grant, Thirteen/WNET produced and posted online ten short-form motivational animated videos. To evaluate the impact of Cyberchase Do the Math videos, Multimedia Research implemented a pre-post same-sample evaluation with the following goals: (1) to determine the extent to which viewing ten short math videos online motivates further online and offline math-related activities; (2) to evaluate whether viewing ten videos changes interest and confidence in figuring out math-related problem activities; (3) to assess change in math knowledge related to viewing
As part of a National Science Foundation grant for Season 8 of Cyberchase, Thirteen/WNET produced Summer Challenge broadcasts with accompanying online and offline activities to be posted weekly for eight weeks in the Summer of 2010. Summer Challenge learning opportunities included viewing broadcast and online half-hour episodes; viewing short video excerpts; earning points and rewards online by answering trivia questions about episodes; making one's own games; and doing at-home activities. To learn how children engaged in the opportunities and to explore strengths and weaknesses of the online
Funded by the National Science Foundation, Cyberchase: The Next Frontier is a web redesign intended to broaden Cyberchase's audience and engage kids more deeply with the math concepts. Multimedia Research, an independent evaluation group, assessed an early version of the revised website with rising 4th graders, focusing on: Appeal of screens and features User friendliness of screens and site components Transparency of icons, titles and site structure Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational outreach to
Research Questions: (1) To what extent do children's and parent's interest in math and science increase as a result of exposure to one or more of the project's components? (2) To what extent do children and parents want to engage further with Mateo y Cientina after initial exposure to the cartoon through one or more of the project's components? (3) To what extent do parents and children think they've learned new concepts about math and science as a result of completing a Mateo y Cientina activity? (4) To what extent do parents and children gain confidence in their understanding of math and
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TEAM MEMBERS:
Sarah MushlinUniversity of CaliforniaColleen Kuusinen
The Peabody Museum of Natural History's program on Biodiversity and Vector-Borne Disease was successful in meeting all of its goals. The following is a summary of the program in terms of these goals. Goal 1: To build teacher capacity for bringing research in biodiversity and disease ecology to grades 5-11 in an engaging, inquiry-based style. A total of 64 teachers from Connecticut and 4 teacher-trainers from California, Texas, and Wisconsin participated in training institutes to learn about vector-borne diseases. All participating teachers successfully implemented most or all of the curriculum
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TEAM MEMBERS:
Minda BorunPeabody Museum of Natural History