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resource evaluation Public Programs
The Art of Science Learning, Phase 2 was an NSF-funded research and development project to investigate the value of incorporating arts-based learning techniques in STEM-related group innovation processes. The project team created a new, arts-infused innovation curriculum in consultation with leading national practitioners in the arts, creativity, and innovation, then deployed that curriculum in “innovation incubators” in San Diego, Chicago, and Worcester (Mass.) in partnership with informal STEM institutions in those cities. At each incubator, diverse members of the public (from high school
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TEAM MEMBERS: Peter Linett Steve Shewfelt Nicole Baltazar Nnenna Okeke Dreolin Fleisher Eric LaPlant Madeline Smith Chloe Chittick Patton Sarah Lee Harvey Seifter
resource evaluation Professional Development, Conferences, and Networks
Researching the Value of Educator Actions for Learning (REVEAL) is an NSF-funded research project, led by the Oregon Museum of Science and Industry (OMSI) in collaboration with TERC and Oregon State University (OSU), which studied the impact of science center staff facilitation strategies at math exhibits. Building on and using exhibits from Design Zone—an interactive math exhibition which engaged visitors in exploring algebraic relationships and functions—the study was designed to add to the scant existing literature about the impact of staff facilitation on visitors. The study also aimed to
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resource research Public Programs
Front-line staff are an integral part of the visitor experience at museums and science centers across the country, facilitating activities and programs, leading classes, and more. But do these staff make a difference for visitor learning? And what are the most effective facilitation strategies and approaches? In 2013, the Oregon Museum of Science and Industry (OMSI) received funding from the National Science Foundation for a three-year study, Researching the Value of Educator Actions for Learning (REVEAL), to begin to address these questions. Building on the Design Zone exhibition, REVEAL
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resource evaluation Media and Technology
PEEP and the Big Wide World/El Mundo Divertido de PEEP is a bilingual, NSF- funded public media project that uses animation, live-action videos, games, mobile apps, hands-on science activities to motivate preschool-age children to investigate the world around them. Online, PEEP extends children’s science and math learning with a mobile-friendly website that offers games, videos, and hands-on activities, as well as a collection of 15 apps. PEEP is also reaching children in preschool classrooms and family/home childcare settings via the PEEP Science Curriculum, which provides resources for a
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TEAM MEMBERS: Christine Paulsen Ashley Pereira Lisa Burke
resource project Professional Development, Conferences, and Networks
The purpose of this proposal is to convene scholars at a two-day conference to closely examine validity-related measurement issues, create a guidelines for the field of mathematics education research that addresses key ideas (e.g., validity, validity arguments, evidence for validity and measurement at-scale), and set a clear pathway for scholars to discuss quantitative measurement within mathematics education. Invitees will include a mix of young, older and diverse scholars in mathematics education research. Products include refereed journal articles along with a website.

The workshop will engage the Mathematics Education, Policy, Statistical, Psychometrics and other education research communities in examining and critiquing measurement validity evidence of mathematics education research with the long-term goal of increasing the quality of quantitative inference in mathematics education research (to include improvements in the training of doctoral students).
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TEAM MEMBERS: Jonathan Bostic Michele Carney
resource research Exhibitions
Teaching mathematics in informal settings is a relatively new phenomenon, but it has gained more attention due to the recent changes in the society. The aim of the present quantitative study was to compare the learning outcomes of Latvian and Swedish 12-year-olds when they visited a science centre mathematics-art exhibition originally designed in Estonia. The results showed that in general, prior knowledge of the exhibition contents was the strongest predictor of post-test results in both countries but that mathematical thinking skills and self-concept had a small added value in explaining the
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TEAM MEMBERS: Hannu Salmi Mari-Pauliina Vainikainen Helena Thuneberg
resource research Exhibitions
The REVEAL project is an NSF funded project to learn about how facilitation impacts family’s experiences of math exhibits. The goal of the project was to iteratively develop and refine a theoretical model of how staff facilitation deepens and extends family mathematical discourse at interactive exhibits. This model underwent rigorous testing and ultimately provided the evidence and research-based tools to support PD efforts for informal STEM educators. As part of this testing the learnings from developing at OMSI (Oregon Museum of Science and Industry, in Portland, Oregon) were applied in an
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resource evaluation Exhibitions
Prototype exhibits of "The Universe by the Powers of Ten" illustrated in three dimensions an exponential journey away from earth. The goal of the summative evaluation, implemented by Multimedia Research, was to assess the educational impact of the exhibits and accompanying interpretive techniques, for both non-school adult and teen samples and 6th grade school samples in the Maryland Science Center and the Montshire Museum of Science. Two interpretive conditions were compared - a printed handout and an explainer presentation. Further, the Montshire non-school sample experienced a third
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TEAM MEMBERS: Barbara Flagg
resource evaluation Media and Technology
With funding from the National Science Foundation, NOVA/WGBH Boston with the participation of 14 U.S. and 4 international science museums have produced an IMAX/OMNIMAX film titled, Special Effects. The 40-minute film shows the techniques and methods that special effects filmmakers use to create movie illusions. Multimedia Research implemented a summative evaluation with students focused on the following major outcomes: To what extent did the program appeal to student viewers? To what extent did the program achieve its intended viewing goals? Did the implementation of school-based activities
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TEAM MEMBERS: Barbara Flagg
resource research Public Programs
Research on mathematical reasoning and learning has long been a central part of the classroom and formal education literature (e.g., National Research Council, 2001, 2005). However, much less attention has been paid to how children and adults engage with and learn about math outside of school, including everyday settings and designed informal learning environments, such as interactive math exhibits in science centers. With the growing recognition of the importance of informal STEM education (National Research Council, 2009, 2015), researchers, educators, and policymakers are paying more
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resource research Public Programs
Making, tinkering, and other informal design and engineering experiences offer rich opportunities to engage children and adults in mathematics and build mathematical skills, knowledge, and interests. But how can educators successfully integrate mathematics into these experiences? One approach to answering this question is to better understand how children and adults engage with and think about mathematics outside of school, in every day and informal learning environments. As part of the NSF-funded Math in the Making project, Pattison, Rubin, and Wright (2016) synthesized the research on
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resource research Public Programs
Although there is a growing body of research on mathematics in informal learning environments (Pattison, Rubin, & Wright, 2016; Rubin, Garibay, & Pattison, 2016), less has been done to understand how math can be integrated into other informal STEM education settings or topics, and how this integration might engage those who do not already have positive attitudes about math. Over the last decade there has been a proliferation of out-of-school environments that foster building, making, tinkering, and design activities (Bevan, Gutwill, Petrich, & Wilkinson, 2015; Vossoughi, Escudé, Kong, & Hooper
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