Goodman Research Group, Inc. (GRG), a research firm in Cambridge, Massachusetts specializing in program evaluation, has been conducting external evaluation of ZOOM for WGBH-TV Boston since 1998. GRG's Season VI evaluation comprised a pilot test to investigate the effectiveness of the new online ZOOMSCITM TRAINING: LEARN TO LEAD SCIENCE ACTIVITIES (ZOOMsci Training), a self-directed, online tutorial designed to help afterschool educators learn how to lead hands-on science activities with kids ages 8 to 11. The goal of the training is to motivate leaders, help them develop science-teaching
The Office for Human Research Protections (OHRP) provides a decision chart as a guide for institutional review boards (IRBs), investigators, and others who decide if an activity is research involving human subjects that must be reviewed by an IRB under the requirements of the U.S. Department of Health and Human Services (HHS) regulations at 45 CFR part 46. OHRP welcomes comment on these decision charts. The charts address decisions on the following: whether an activity is research that must be reviewed by an IRB, whether the review may be performed by expedited procedures, and whether informed
DATE:
TEAM MEMBERS:
U.S. Department of Health & Human Services
Interactives—computers and other multimedia components, physical manipulatives (including whole-body and tabletop activities), and simulations—occur in all types of museums. There is considerable interest in the nature of the learning that happens when visitors use interactives. Museum professionals have enlisted constructivist theory to support the notion that interactive elements are invaluable components of any exhibition experience, and are effective learning tools that enable active visitor engagement. Interactives are also seen as vital to sustaining institutional image and expanding
In this Summative Evaluation, Goodman Research Group, Inc. found that PEEP effectively models science inquiry skills, including predicting, observing, and problem solving. Children who were exposed to PEEP interacted with materials in ways that were significantly more grounded in science inquiry than children who were not. By a margin of 71% to 22%, for example, children who watched PEEP were more likely to initiate a question to be explored. Children exposed to PEEP were also more likely to use problem-solving strategies (76% compared to 34%) and more likely to solve the problems they
Increasingly, collaboration between business, non-profit, health and educational agencies is being championed as a powerful strategy to achieve a vision otherwise not possible when independent entities work alone. But the definition of collaboration is elusive and it is often difficult for organizations to put collaboration into practice and assess it with certainty. Program evaluators can assist practitioners concerned with the development of a strategic alliance predicated on collaboration by understanding and utilizing principles of collaboration theory. The Strategic Alliance Formative
This formative evaluation gathered feedback from a small sample of third graders in response to a paper design concept of an online, immersive financial literacy game for Cyberchase. The general goals for the research were to assess appeal and clarity of the game structure at an early on-paper stage. Additionally, a larger sample of third graders was surveyed about their money habits. 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
During two independent half-hour sessions, eight third graders from a Long Island elementary school were observed individually while playing a prototype of the Cyberchase immersive online game, The Quest. 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
WNET planned an initiative to involve museums in the outreach associated with Season V of Cyberchase. A written feedback survey gathered information from 32 museums as to their current practices and recommendations with respect to museum kits, discovery carts, discovery boxes, video screenings and educational computer games. The goal of the survey was to assess the needs of the museums and to guide the development of an outreach plan for Season V. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational outreach to
Goodman Research Group, Inc. (GRG), an evaluation research firm specializing in the evaluation of educational programs, services, and materials, is conducting an evaluation of PEEP and the Big Wide World (PEEP). The primary focus of the evaluation is to assess PEEP's appeal and the extent to which the various components of PEEP (e.g., television series, Web site, and educators' print guide) contribute to encouraging children ages 3-5 years to engage in hands-on science explorations of their everyday environments. GRG employed several data collection methods to assess PEEP, including a children
DATE:
TEAM MEMBERS:
Jennifer BeckWGBH-TV BostonJennie MurackIrene F Goodman
Educational Web Adventures LLP, representing a collaboration of two educational Web developers and two museum researchers, will conduct research to explore the role of learning style in online informal learning experiences. The study will develop ways of measuring learning style among children ages 10 to 12 and test hypotheses about learning style, activity preferences, engagement and satisfaction. The researchers hypothesize that, when the shape of the learning experience fits an individual's preferred learning style, the experience will be more engaging and more satisfying. The study will examine the following questions through laboratory and online testing: How can children's learning styles be identified? How do children's learning styles affect their preferences for online activities? Do activities that match the individual's preferred learning style result in greater engagement and satisfaction? How can the research findings be applied to the development and design of more successful online learning activities?
The Learning Research and Development Center at the University of Pittsburgh has designed a research project to examine the process of and outcomes of informal (out of school) web-based learning. "Conceptualizing and Assessing Web-based Informal Science Education" will be a three-year research study to document and analyze how the informal learner, both as an individual and in a social group, uses and learns from web-based activities. The PIs will also develop a framework and tools for evaluating informal web-based learning environments and guidelines for effective web-based learning activities. This research will use web sites developed by museums and that are complementary to exhibits in those museums. These sites are being selected because according to the PIs, "museums and other nonprofit developers are already going beyond traditional content to create true virtual informal learning environments." The outcomes of this research will include a better understanding of the cognitive and social processes that occur as learners engage in web-based activities; a framework and tools for evaluating informal web-based learning activities; and a web-based annotated bibliography relevant to this research.
The "Crafting & Evaluating Interactive Educational Websites" conference will be developed through a collaboration between the Cornell University Laboratory of Ornithology and the Exploratorium. The PIs will develop and host a three-day invitational conference focusing on the practice of interactive web site design, development, evaluation and maintenance intended to achieve or support informal STEM learning. The conference, which will be held in Spring, 2005, will involve 50 individuals with a wide range of expertise who will focus on a variety of issues including audience expectations and abilities, designing for learner outcomes, testing for usability, evaluation tools and accessibility. With regard to intellectual merit, conference attendees will explore challenges and barriers that hinder development of truly interactive web sites and identify best practices and promising models, tools and technologies for encouraging authentic public interaction. Conversations begun at the conference will be extended to a broader audience through development of an online manual, informed by the conference presentations and commentaries, and designed for use by the museum, media and research communities. An interactive Web site developed after the conference will allow Web developers to locate content and ideas for design, and to share new ideas and results of usability studies and evaluations.