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
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
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
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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.
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.
The University of California, Berkeley is developing "Windows on Research," a two-year experimental exhibit project at the Lawrence Hall of Science focused on engaging and informing the public about current scientific research. The project will develop and evaluate different media to translate the leading edge of nanotechnology research for the science center audience by featuring live demonstrations and presentations, physical- and technology-based exhibits, and Internet-based exhibits. Formative evaluation of all products, including ongoing public focus groups and surveys, will be used to establish which of the several media, alone or combined, work best to communicate research content. The project team also is developing new assessment tools to test usability and effectiveness of the artificial intelligence and technology-based components in conveying content. The results of this prototype effort to present ongoing research in a museum setting will be disseminated to the informal science education field. The PI, Marco Molinaro, and the team from the Lawrence Hall of Science will work closely with scientists representing research in a number of nanotechnology fields. These scientists bring expertise in the areas of materials science, chemistry, education, bioengineering, mechanical engineering, molecular and cell biology, geochronology and isotope geochemistry, and psychology.
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Marco MolinaroUniversity of California-BerkeleyDarrell Porcello
This 12-month planning grant will create the foundation for a project based on meaningful, online, game-based learning. Specifically, it will enable the proposer to develop and validate story lines and game characters with middle-school aged children in two summer design institutes. In addition, the proposer will build partnerships with museums and informal learning institutions and develop a plan to work with these partners for the dissemination, promotion, use and evaluation of the future games. Intellectual Merit: The project will develop standards-linked design specifications for play scenarios, game characters and real-world, problem-based activities across STEM domains. These design specifications should be of significant value for future educational game development. Children will serve as "informants" during game design, providing input where most effective. This involvement in the planning process is critical to the success of the games, and should ensure the desired "kid appeal." Broader Impact: The strategy of involving advisory groups of children, including those at-risk, will allow the project to factor in ways to engage audiences underrepresented in the sciences by tailoring characters and activities that ensure broad appeal. In addition, the approach of solving puzzle-like problems embedded in a game's story narrative should appeal to both boys and girls. This project will generate a report for publication on the design process and resulting specifications.