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resource research Media and Technology
A team of researchers and practitioners developed a museum program to coach families in the skills of scientific inquiry at interactive exhibits. The program was inspired by the increasing focus on scientific inquiry in schools and the growing number of open-ended exhibit designs in science museums. The development process involved major decisions in two arenas: which inquiry skills to teach, and what pedagogical strategies to use to teach them. After many rounds of refinement based on evaluation with families, the final program, called Inquiry Games, improved visitors' inquiry behavior in
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TEAM MEMBERS: Exploratorium Sue Allen Josh Gutwill
resource project Media and Technology
The Massachusetts Linking Experiences and Pathways Follow-on (M-LEAP2) is a three-year longitudinal empirical research study that is examining prospectively how early formal and informal STEM education experiences are related to gender-based differences in STEM achievement-related choices in middle and high school. M-LEAP2 serves as a complement to - and extension of - a prior NSF-funded study, M-LEAP, which was a largely quantitative research study that followed overlapping cohorts of 3rd - 6th grade female and male students for three years. M-LEAP surveyed over 1,600 students, 627 student-parent pairs, and 134 second parents in 8 diverse public schools across Massachusetts. In contrast, M-LEAP2 is a heavily qualitative three-year study using in-depth interviews with a diverse range of 72 of these students and their families to study how formal and informal science experiences shape the students' science-related beliefs, interests, and aspirations as they progress though middle and high school.
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TEAM MEMBERS: Goodman Research Group, Inc. Victor van den Bergh Irene Goodman Karen Gareis Danielle Smith
resource evaluation Media and Technology
The overall objective of this planning project was to examine the potential effectiveness of the Signing Science Pictionary (SSP) in increasing the ability of parents and their deaf and hard of hearing children to engage in informal science learning. To achieve this objective, research and development included four goals. 1) Design several SSP-based activities to help family members engage in informal science learning. 2) Examine the potential effectiveness of the SSP in increasing family member’s signed science vocabulary. 3) Find out about the potential effectiveness of the SSP in
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TEAM MEMBERS: TERC Inc Judy Vesel
resource evaluation Media and Technology
With this 3-year project, TERC and the Museum of Science (MoS) Boston are studying how family and school visitors integrate iPod Touch versions of the Signing Science Pictionary (SSP), Signing Science Dictionary (SSD), and Signing Math Dictionary (SMD) into their museum experience and the impact of dictionary use. This report focuses on school visitors. Each dictionary includes more than 700 standards-based science or mathematics terms. The SSP (funded in part by grants from the Shapiro Family Foundation and the U. S. Department of Education, Grant #H327A080040) is intended for children ages 5
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TEAM MEMBERS: TERC Inc Judy Vesel Bill Nave Tara Robillard
resource evaluation Media and Technology
With this 3-year project, TERC and the Museum of Science (MoS) Boston are studying how family and school visitors integrate iPod Touch versions of the Signing Science Pictionary (SSP), Signing Science Dictionary (SSD), and Signing Math Dictionary (SMD) into their museum experience and the impact of dictionary use. This report focuses on family visitors. Each dictionary includes more than 700 standards-based science or mathematics terms. The SSP (funded in part by grants from the Shapiro Family Foundation and the U. S. Department of Education, Grant #H327A080040) is intended for children ages 5
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TEAM MEMBERS: TERC Inc Judy Vesel Bill Nave Tara Robillard
resource evaluation Media and Technology
With this project, TERC and the Museum of Science (MoS) Boston are studying how family and school visitors integrate iPod Touch versions of the Signing Science Pictionary (SSP), Signing Science Dictionary (SSD), and Signing Math Dictionary (SMD) into their museum experience and the impact of dictionary use. This report focuses on a sub-study involving family visitors to the Harvard Museum of Natural History (HMNH). Prior to this sub-study, TERC and the MoS conducted a primary study that examined use of the dictionaries at the MoS. Findings from this study showed the following: (1) Visitors
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TEAM MEMBERS: TERC Inc Judy Vesel Bill Nave Tara Robillard
resource project Media and Technology
The Self-Reliance Foundation (SRF) Conociendo Tu Cuerpo (Know Your Body) Hispanic Community Health Sciences Education project is an initiative designed to introduce Hispanic students and families to biomedical science and health education resources, and increase their participation levels in these fields. The educational goals of the project are to: (1) Encourage Hispanic undergraduate students to pursue careers in biomedicine and science through a mentoring program at the university level; (2) Inspire an interest in biomedical science among Hispanic elementary-age students and parents through community outreach activities; (3) Inform Hispanic parents about biomedical science education standards and academic requirements for pursuing biomedical and science related careers; and (4) Inform and inspire Hispanic students and their families about the biomedical sciences and related careers through a series of daily nationally broadcast Spanish-language radio capsules, and a nationally syndicated Spanish newspaper column. Conociendo Tu Cuerpo (Know Your Body) includes several key components: A model, Washington, D.C., area coalition of informal science, health, community, education, and media organizations that will publicize and provide hands-on health science activities at community festivals and other community settings; Hispanic undergraduate student health-science fellows to be trained and provided experience in facilitating health science activities; and nationally broadcast Spanish-language radio capsules that will cover topics in areas of biomedicine, research, education, and health-science careers. Parents and students will be able to access additional information about biomedical science opportunities and Hispanic role models in the biomedical sciences through the project's Conociendo Tu Cuerpo website and the bilingual 800 telephone help line promoted by 147 participating radio stations and 102 newspapers nationwide. The project will be supported at the national level through collaboration with the Hispanic Radio Network and the Pacific Science Center. The Washington, D.C., collaborative will include the Capital Children's Museum, local Spanish language radio stations, area universities, and health and community organizations. Development Associates, the largest American education and evaluation consulting corporation, will evaluate the project.
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TEAM MEMBERS: Robert Russell Liza Fuentes
resource evaluation Media and Technology
Plum Landing (https://pbskids.org/plumlanding/) is produced by WGBH Educational Foundation (http://wgbh.org), the Public Broadcasting Service affiliate based in Boston, MA. The website, Plum Landing, follows the adventures of an animated space alien, named Plum, after her spaceship crash-lands on Earth. With funding from the National Science Foundation, the Corporation for Public Broadcasting, The Kendeda Fund, and the Northern Research Station, Forest Service, U.S. Department of Agriculture. WGBH worked closely with a panel of science advisors to create an “innovative, environmental science
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TEAM MEMBERS: Concord Evaluation Group Christine Paulsen Sara Greller
resource research Media and Technology
This article describes a series of demonstration projects that use multiscalar gigapixel image technology to iteratively design, test, and study how visitors learn to observe more scientifically in museums, online, and through museum-based programming. We consider how the particular affordances of systems like these can move science communication and learning from didactic approaches centered on one-way communication toward technology platforms that encourage shared observation, dialogue, and engagement.
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TEAM MEMBERS: University of Pittsburgh Marti Louw
resource project Media and Technology
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
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TEAM MEMBERS: Ezra Sidran
resource project Media and Technology
Ocean GEMS is a multi-media series and outreach program that connects girls to women marine scientist role models to inspire investigation of ocean science adventures & careers.
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TEAM MEMBERS: The Baum Foundation Beth Davidow
resource evaluation Media and Technology
This report describes a research study conducted by User Experience Research Consulting, Inc. (UXR) contracted by the iSaveSpecies team that would inform the development of online extended engagement conservation activities to bridge and support zoo visitors, onsite experiences with computer-based conservation stations. The study focused on two key concepts: engagement and conservation. Across three phases, researchers investigated visitor attitudes, perceptions, and experiences related to conservation action through the iSaveSpecies system and in their personal lives, and their ideas and
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TEAM MEMBERS: Miami University Jes Koepfler