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resource research Public Programs
This document outlines the culturally responsive research (CRR) framework developed to guide planning, data collection and analysis, and dissemination throughout the Researching the Value of Educator Actions for Learning (REVEAL) project. REVEAL was a National Science Foundation-funded initiative that studied the impact of staff facilitation by museum educators on family learning at interactive exhibits in a science center. Led by the Oregon Museum of Science and Industry, the project was conducted in partnership with Oregon State University and TERC. The project included a design-based
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TEAM MEMBERS: Scott Pattison
resource research Exhibitions
The Studio is a small change-ready exhibit space embedded within the Wellbody Academy, a 7,000 ft2 permanent exhibit on health and wellness. The Studio showcases up-to-date research on topics like genetics, epidemiology, and allergies and features the labs and work of scientists in the Seattle area. The purpose of the cohort study was to provide objective feedback to exhibit developers as they experimented with finding the best balance of information and interactives for the space considering the time and budget available. This poster explains a bit about The Studio exhibits that were
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TEAM MEMBERS: Chris Cadenhead
resource research Public Programs
The Zoo and Aquarium Action Research Collaborative (ZAARC) was an NSF-funded project (DRL-1114335) involving four zoos and two aquariums, plus informal science education researchers from TERC (a non-profit educational research and development company in Cambridge, MA), Oregon State University and California State University, Long Beach. The goal of ZAARC was to investigate how action research might be carried out by educators in zoos and aquariums, and how its implementation would impact both the individual practitioners and their institutions.
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resource research Media and Technology
The most important consideration in evaluating chemistry outreach efforts is how to best use the evaluation to serve project needs. Evaluation should be about making programs more effective—at communicating ideas, changing attitudes, inspiring action, or reaching wider audiences, for example. A well-conducted evaluation typically contributes to the quality of a project by helping its leaders better define their goals, identify important milestones and indicators of success, and use evidence to support ongoing improvements. At its best, evaluation is an integral part of project design and
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TEAM MEMBERS: Vera Michalchik
resource research Professional Development, Conferences, and Networks
The Roads Taken Conference Report provides information and results from the virtual conference held in October and November 2016. Representatives from ten long-standing youth programs, experts in out-of-school time (OST) youth programming, and researchers participated in the Roads Taken virtual conference in October and November 2016, funded by the National Science Foundation (DRL-1644479). Participants collaboratively developed a Program Profile template with dual purposes: a tool for practitioners and a tool for researchers. As the first phase the three-part plan, Program Profiles will
resource research Exhibitions
In this chapter from the book, "Fostering Active Prolonged Engagement: The Art of Creating APE Exhibits," we describe the methods and results from an array of studies designed to assess active, prolonged engagement in science museum visitors.
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TEAM MEMBERS: Josh Gutwill
resource research Media and Technology
This evaluator reflection was provided to stimulate conversation at the June 20-21, 2013 CAISE Evaluation Convening. It reflects on the nature of learning and challenges assumptions of outcomes from engaging in informal learning experiences.
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TEAM MEMBERS: Joe E Heimlich
resource research Media and Technology
This leadership reflection was provided to stimulate conversation at the June 20-21, 2013 CAISE Evaluation Convening. It provides an organizational leadership perspective on evaluation.
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TEAM MEMBERS: Billy Spitzer
resource research Media and Technology
This practitioner reflection was provided to stimulate conversation at the June 20-21, 2013 CAISE Evaluation Convening. It discusses improving practice through reflection.
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TEAM MEMBERS: Rachel Hellenga
resource research Public Programs
"Strengthening Networks, Sparking Change: Museums and Libraries as Community Catalysts" combines findings from a literature scan and input from the library, museum and community revitalization fields with case studies about the experiences and vision of museums and libraries working to spur change in their communities. It describes the complementary conceptual frameworks of social wellbeing and collective impact and explains how libraries and museums can use these concepts to partner with community-based organizations, government agencies and other cultural or educational organizations. It
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TEAM MEMBERS: Michael Norton Emily Dowdall
resource research Media and Technology
This guide is intended to provide a starting point for those developing proposals and projects designed to broaden participation in science, technology, engineering and mathematics (STEM) through informal learning experiences. It is an outcome of an Association of Science-Technology Centers (ASTC)/Center for Advancement of Informal Science Education (CAISE) digital resource curation workshop (August 5, 2016) where participants identified relevant projects from the InformalScience.org database. This digital resource complements the synthesis report of the Leadership Workshop for Achieving Scale
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TEAM MEMBERS: Center for Advancement of Informal Science Education (CAISE) Association of Science-Technology Centers David Ucko Tricia Edwards Leah Golubchick Neda Khalili Andrea Motto Mariah Romaninsky Meeta Sharma-Holt Gary Silverstein Jeanette Thomas Don Wittrock Margaret Glass Michelle Kenner Lesley Markham Grace Troxel
resource research Media and Technology
This is the fifth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Kyrie Caldwell Sean Seyler Amanda Ochsner Constance Steinkuehler