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resource evaluation Media and Technology
With funding from the National Science Foundation, MacGillivray Freeman Films has produced an IMAX® film titled, Journey into Amazing Caves. The 40-minute film follows two women cavers on an expedition as they explore limestone caverns of the Grand Canyon, underwater caves of the Yucatan and ice caves of Greenland. Multimedia Research implemented a summative evaluation focused on the following major outcomes: To what extent and in what ways did the film appeal to eighth grade viewers? To what extent did the film achieve its intended viewing goals? Did exposure to a web-based school activity
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TEAM MEMBERS: Barbara Flagg
resource research Public Programs
There has been little work done on the early experiences of children looking at plant exhibits in botanical gardens. This project, a parallel study to one carried out in zoos, sought to establish what the groups talked about and whether there were differences in content when adults were present and between single sex and mixed groups. The conversations were collected during primary school visits to the Royal Botanical Gardens, Kew, England, whilst the groups looked at plant specimens. Transcripts of the conversations were analysed using a systemic network. The results show that children talked
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TEAM MEMBERS: Sue Dale Tunnicliffe
resource research Public Programs
This article discusses one of many studies conducted at Colonial Williamsburg for the purpose of strengthening the learning experience for families. The study was conducted in 1993-1996 and continues to match what current audiences tell staff year after year. The article includes a brief description of the methodology used a discussion of what researchers learned and how interpreters can apply these lessons to their daily interpretations.
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TEAM MEMBERS: Conny Graft
resource research Media and Technology
Science beyond the schoolhouse is the subject of this close-up look at informal science--education in non-traditional settings, including Boys and Girls Clubs, 4-H, zoos, aquariums, and public television. More than a dozen writers draw on personal experiences to tell why they became informal science educators and how they use the history and theory of traditional science education in their work. Among the features of this book for informal science educators are a resource directory and a special section on program evaluation. Articles include: (1) "The Symbiosis of Formal and Informal
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TEAM MEMBERS: Phyllis Katz
resource research Media and Technology
This volume explores the integration of recent research on everyday, classroom, and professional scientific thinking. It brings together an international group of researchers to present core findings from each context; discuss connections between contexts, and explore structures; technologies, and environments to facilitate the development and practice of scientific thinking. The chapters focus on: * situations from young children visiting museums, * middle-school students collaborating in classrooms, * undergraduates learning about research methods, and * professional scientists engaged in
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TEAM MEMBERS: Kevin Crowley Christian Schunn Takeshi Okada
resource research Public Programs
Current accounts of the development of scientific reasoning focus on individual children's ability to coordinate the collection and evaluation of evidence with the creation of theories to explain the evidence. This observational study of parent–child interactions in a children's museum demonstrated that parents shape and support children's scientific thinking in everyday, nonobligatory activity. When children engaged an exhibit with parents, their exploration of evidence was observed to be longer, broader, and more focused on relevant comparisons than children who engaged the exhibit without
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TEAM MEMBERS: Kevin Crowley Maureen Callanan Jennifer Lipson Jodi Galco Karen Topping Jeff Shrager
resource evaluation Media and Technology
This formative evaluation gathered feedback from third graders in response to a Leica reel, which is a filmed storyboard with dialogue. The 22 minute video focused on using surveys to gather, organize and analyze data. The research goals were to assess viewers' comprehension of the survey process as presented in the video; their understanding of what a survey is; their perception of being able to do a survey themselves and their interest in doing a survey. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational
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TEAM MEMBERS: Barbara Flagg Thirteen/WNET
resource evaluation Media and Technology
During the scripting phase of production, Cyberchase producers obtained peer reviews of draft scripts from mathematics educators and teachers. This report is a responsive evaluation of the common themes that emerged from 55 reviews of 26 scripts by 25 experts, focusing on script appeal, content presentation and informal learning approach. 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
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TEAM MEMBERS: Sara Guciardo Thirteen/WNET
resource evaluation Media and Technology
A pilot study of five episodes in the Cyberchase series was conducted in late Fall 2001. The study was designed to assess the broad educational value, impact and appeal of the series, and to pilot the approach and instrumentation for a more extensive study in the spring of 2002. The study included more than 450 children and 20 teachers. 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
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TEAM MEMBERS: Rockman et al Thirteen/WNET
resource project Media and Technology
Big Ideas Entertainment, Inc. is producing a coherent test sequence, 30-seconds to 1-minute in length, that combines character animation with live action footage. The purpose is to assess the different methods of animation and compositing to produce an appropriate "marriage" between animation and live action footage, including testing the SANDDE hand-drawn animation system vs. traditional cel animation. The exploratory research also will test CGI processing (digital compositing) vs. optical printing. The footage to be produced, though short, will be developed with science content, a treatment, shooting script, and storyboard. Live action footage will be selected, animation characters designed, and one minute of animation and live action footage will be produced. The resulting footage will be evaluated by screening and focus group interviews with an audience of children and adults, as well as being assessed by professionals in the large-format film field.
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TEAM MEMBERS: Kristin Martin Valentine Kass Jocelyn Stevenson Michael Templeton
resource project Exhibitions
The Exploratorium will conduct a controlled, two-year research project, titled "Finding Significance," to study how different exhibit presentation techniques affect visitors' abilities to make meaning -- or find significance -- and how such techniques impact learning. The techniques will be applied to a varied sample of five exhibits commonly found in science and children's museums. The exhibit design techniques include a) sharing scientist and exhibit developer stories, b) sharing visitor stories, and c) modeling inquiry. Although each technique shows promise at eliciting personal significance, they have yet to be rigorously tested and applied to the same set of exhibits to compare relative strengths and weaknesses. Five baseline exhibits, plus four variations of each, will be tested on groups of visitors, including adults, children and mixed groups of both.
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TEAM MEMBERS: Sue Allen Kathleen McLean
resource project Media and Technology
The Exploratorium will develop "The Electronic Guidebook: Extending Museum Experience Using Networked Handheld Computers." Through this project, the Exploratorium and the Concord Consortium will investigate the use of new technologies to enhance the learning experience of science museum visitors. The exponentially increasing availability of portable personal computing devices provides an opportunity for science museums to develop new ways for visitors to experiment and interact with exhibits. The partners will design and prototype a museum-based "Electronic Guidebook" for visitors. Twenty-five Exploratorium exhibits will be connected to a museum network and handheld portable computers through infrared connections. The target audiences for this project are the general public (adults and families) and children in the K-12 age range. The primary disciplinary focus is physics, with a secondary focus on mathematics.
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TEAM MEMBERS: Robert Semper Robert Tinker