This full scale research and development collaborative project between Smith College and Springfield Technical Community College improves technical literacy for children in the area of engineering education through the Through My Window learning environment. The instructional design of the learning environment results from the application of innovative educational approaches based on research in the learning sciences—Egan's Imaginative Education (IE) and Knowledge Building (KB). The project provides idea-centered engineering curriculum that facilitates deep learning of engineering concepts through the use of developmentally appropriate narrative and interactive multimedia via interactive forums and blogs, young adult novels (audio and text with English and Spanish versions), eight extensive tie-in activities, an offline teachers’ curriculum guide, and social network connections and electronic portfolios. Targeting traditionally underrepresented groups in engineering—especially girls—the overarching goals of the project are improving attitudes toward engineering; providing a deeper understanding of what engineering is about; supporting the development of specific engineering skills; and increasing interest in engineering careers. The project will address the following research questions: What is the quality of the knowledge building discourse? Does it get better over time? Will students, given the opportunity, extend the discourse to new areas? What scaffolding does the learning environment need to support novice participants in this discourse? Does the use of narrative influence participation in knowledge building? Are certain types of narratives more effective in influencing participation in knowledge building? Evaluative feedback for usability, value effectiveness, and ease of implementation from informal educators and leaders from the Connecticut After School Network CTASN) will be included. The evaluation will include documentation on the impact of narrative and multimedia tools in the area of engineering education. Currently, there is very little research regarding children and young teen engagement in engineering education activities using narrative as a structure to facilitate learning engineering concepts and principles. The research and activities developed from this proposed project contributes to the field of Informal Science and Engineering Education. The results from this project could impact upper elementary and middle-school aged children and members from underrepresented communities and girls in a positive way.
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
The authors use existing data from videos and field notes to analyze the effects of TV viewing on children as they are watching a program. They present a case study of two siblings to demonstrate their interactions, finding that children display complex reasoning practices while watching TV, but only under certain conditions and with certain types of social support.
The theory of evolution by natural selection has revolutionized the biological sciences yet remains confusing and controversial to the public at large. This study explored how a particular segment of the public - visitors to a natural history museum - reason about evolution in the context of an interactive cladogram, or evolutionary tree. The participants were 49 children aged four to twelve and one accompanying parent. Together, they completed five activities using a touch-screen display of the phylogenetic relations among the 19 orders of mammals. Across activities, participants revealed
Storyland: A Trip Through Childhood Favorites (Storyland) brings seven beloved picture books to life in a 1,500 square foot exhibition at the Minnesota Children’s Museum (MCM) from September 2011 through early February 2012. Designed and developed by MCM through an IMLS grant, Storyland is aimed at children newborn through 8 years old and the adults in their lives. The books featured in the exhibit include: The Tale of Peter Rabbit (Potter), If You Give A Mouse A Cookie (Numeroff), Chicka Chicka Boom Boom (Martin and Archambault), The Snowy Day (Keats), Tuesday (Wiesner), and Where’s Spot?
In 2012, Concord Evaluation Group (CEG) conducted an evaluation of the impact of Peep and the Big Wide World (Peep) resources on Spanish-speaking families with preschool-aged children. The three-pronged evaluation included a National Family Study in which 112 Spanish-speaking families who used the Peep resources were compared to Spanish-speaking families who did not use the Peep resources. It also included an In-Depth Family Study -- an experiment conducted in the metro Boston area in which 36 Spanish-speaking families who used the Peep resources were compared to Spanish-speaking families who
Children's Discovery Museum of San Jose (CDM) contracted Randi Korn & Associates, Inc. (RK&A) to conduct a summative evaluation of the Mammoth Discovery! exhibition, one part of a comprehensive project funded by the National Science Foundation (NSF). Mammoth Discovery! features the story of Lupe, fossilized mammoth bones found in San Jose and includes a full-size replica of Lupe and Lupe's actual skull, femur, and pelvis fossils. Through engagement with the exhibition, CDM intends for children and their caregivers to engage in scientific thinking, become aware that they are engaging in a
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Randi Korn & Associates, Inc.Children's Discovery Museum
Concord Evaluation Group (CEG) conducted an evaluation of the Spyhounds pilot test in October-December 2011. The goal of the evaluation was to assess the online resources for appeal and interest, as well as to provide WGBH with data on how a full-scale year-long project could be structured. CEG recruited a national sample of 5-8 year old children to participate in the pilot test. We conducted a pre-test survey to measure science-related knowledge (kids only), attitudes and interest (parents and kids). We then invited families to use the online resources during the pilot test and surveyed the
The Nelson-Atkins Museum of Art's Mobile Guide program will offer visitors a new way to interact with the Museum's collections by creating audio and visual content that will be delivered through a mobile-optimized Web site (www.naguide.org). The program, available through a user's own mobile device or via iPod Touch players made available, reflects the Museum's commitment to digital interpretation and its larger goal of broadening public accessibility to its collections. This evaluation is part of the larger Mobile Guide project funded through an Engaging Communities grant awarded from the
Boston's Museum of Science (MOS), with Harvard as its university research partner, is extending, disseminating, and further evaluating their NSF-funded (DRL-0714706) Living Laboratory model of informal cognitive science education. In this model, early-childhood researchers have both conducted research in the MOS Discovery Center for young children and interacted with visitors during the museum's operating hours about what their research is finding about child development and cognition. Several methods of interacting with adult visitors were designed and evaluated, including the use of "research toys" as exhibits and interpretation materials. Summative evaluation of the original work indicated positive outcomes on all targeted audiences - adults with young children, museum educators, and researchers. The project is now broadening the implementation of the model by establishing three additional museum Hub Sites, each with university partners - Maryland Science Center (with Johns Hopkins), Madison Children's Museum (with University of Wisconsin, Madison), and Oregon Museum of Science and Industry (with Lewis & Clark College). The audiences continue to include researchers (including graduate and undergraduate students); museum educators; and adults with children visiting the museums. Deliverables consist of: (1) establishment of the Living Lab model at the Hub sites and continued improvement of the MOS site, (2) a virtual Hub portal for the four sites and others around the country, (3) tool-kit resources for both museums and scientists, and (4) professional symposia at all sites. Intended outcomes are: (1) improve museum educators' and museum visiting adults' understanding of cognitive/developmental psychology and research and its application to raising their children, (2) improve researchers' ability to communicate with the public and to conduct their research at the museums, and (3) increase interest in, knowledge about, and application of this model throughout the museum community and grow a network of such collaborations.
Through programs (including small group conversations, citizen conferences, and public forums) an interactive exhibition, and two research studies that address issues that are fundamental to establishing museums as places of public dialogue and deliberation, this project engages the general public, policymakers, and caregivers in deliberations around the latest early childhood development (ECD) research. It also builds on an increased understanding of the importance of ECD to expand civic engagement around this urgent social issue. The overall goal of the project is to help audiences understand child development, how environment and experiences impact development, and what we as a society can do to support our youngest citizens. Specifically, audiences explore: How the brain develops from birth until kindergarten (or age five); how a child's environment and experiences sculpt the brain, with some experiences enhancing the child's self-control and learning, and other experiences that actually impede development; and what the project audiences can do to ensure that all children have a strong foundation to learn and thrive.