DiscoverE hired Concord Evaluation Group (CEG) to conduct an independent evaluation of the Future City program. Future City has been operating since 1992. According to DiscoverE, the Future City program is “a national, project-based learning experience where students in 6th, 7th, and 8th grade imagine, design, and build cities of the future. Students work as a team with an educator and engineer mentor to plan cities using SimCityTM software; research and write solutions to an engineering problem; build tabletop scale models with recycled materials; and present their ideas before judges at
The Formative Evaluation for the Mars Habitat exhibit was conducted to gather visitor feedback on a prototype of the exhibit component. Data was collected in three rounds, and the exhibit component was updated as necessary between rounds. Evaluation questions focused on understanding if visitors knew what to do while at the Mars Habitat exhibit, how visitors interacted with both the exhibit and each other, and if visitors walked away with an understanding of the intended activity goals. These were explored through both observation and a follow-up interview. This report summarizes findings
Future City, operating since 1992, is “a national, project-based learning experience where students in sixth, seventh, and eighth grade imagine, design, and build cities of the future. Students work as a team with an educator and engineer mentor to plan cities using SimCityTM software, research and write solutions to an engineering problem, build tabletop scale models with recycled materials, and present their ideas before judges at regional competitions in January. Regional winners represent their region at the National Finals in Washington, DC in February.
Future City’s cross-curricular
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Dinosaurs of Antarctica is a giant screen film and outreach project that documents the work of NSF-funded researchers on expeditions to Shackleton Glacier during the 2017-2018 field season. This immersive film and companion television special will bring the past to life and engage the public, and particularly students in middle grades (6-9), with polar science through appealing, entertaining media experiences and informal learning programs. The film serves as a companion for the synonymous Antarctic Dinosaurs museum exhibition
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Collaborative robots – cobots – are designed to work with humans, not replace them. What learning affordances are created in educational games when learners program robots to assist them in a game instead of being the game? What game designs work best?
The Front-End Evaluation for the Mars Habitat exhibit component was conducted to inform the project team about overall public reactions to the concept of the exhibit, as well as to gather feedback about content, activity and the potential structure and building aspects of the component. This data was also used to help guide the development of an exhibit prototype and the subsequent testing of related ideas, materials and builds. This document includes the full data set and results of the front-end data collection.
The questions that were used for this evaluation included three main focus
This practitioner guide summarizes lessons learned from a three-year design-based research project focused on using elements of narrative (such as characters, settings, and problem frames) to evoke empathy and support girls' engagement in engineering design practices. The guide includes a summary of the driving concepts and key research findings from this work, as well as design principles for creating narrative-based engineering activities. Six activity case studies illustrate the design principles in action, and facilitation tips and observation tools offer practical guidance in developing
Student engagement is an important predictor of choosing science-related careers and establishing a scientifically literate society: and, worryingly, it is on the decline internationally. Conceptions of science are strongly affected by school experience, so one strategy is to bring successful science communication strategies to the classroom. Through a project creating short science films on mobile devices, students' engagement greatly increased through collaborative learning and the storytelling process. Teachers were also able to achieve cross-curricular goals between science, technology
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TEAM MEMBERS:
Kaitlyn MartinLloyd DavisSusan Sandretto
This is a survey we developed in 2018 for our exploratory research study of listeners and their parents/guardians of the children's science podcast, Brains On!. The survey includes questions about who listens, when and where children listen, children's listening behaviors, motivations for listening, activities after listening, household information, and demographic questions.
This document describes the summative project evaluation of 5 annual cohorts of STE(A)M teachers, mostly from California, Florida, and New Mexico participating in out-of-school authentic research experiences collecting fossils and learning about geology, biology, and the natural history along the Panama Canal, and their experiences with museums and research collections. The STEM content of this project is based on the Great American Biotic Interchange (GABI) of animals and plants across the Isthmus of Panama over the past 5 million years. This report also describes the efficacy of sustained
Reframing engineering activities to emphasize the needs of others has the potential to strengthen engineering practices like problem scoping, while also providing more inclusive and socially relevant entry points into engineering problems. In a three-year design-based research project, we developed novel strategies for adding narratives to engineering activities to deepen girls’ engagement in engineering practices by evoking empathy for the users of their designs. In this article, we describe a set of hands-on engineering activities developed through iterative development and testing with 190
Using a design-based research approach, we studied ways to advance opportunities for children and families to engage in engineering design practices in an informal educational setting. 213 families with 5–11-year-old children were observed as they visited a tinkering exhibit at a children’s museum during one of three iterations of a program posing an engineering design challenge. Children’s narrative reflections about their experience were recorded immediately after tinkering. Across iterations of the program, changes to the exhibit design and facilitation provided by museum staff corresponded
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TEAM MEMBERS:
Maria MarcusDiana AcostaPirko TouguDavid UttalCatherine Haden