This research examined the nature of parent–child conversations at an informal science education center housed in an active gravitational-wave observatory. Each of 20 parent–child dyads explored an interactive exhibit hall privately, without the distraction of other visitors. Parents employed a variety of strategies to support their children's understanding of unfamiliar topics, including describing evidence, giving direction, providing explanation, making connections, and eliciting predictions. Parents' education was associated with both the amount of time dyads spent exploring exhibits and
The National Partnerships for Afterschool Science (NPASS) Project was led by The Center for Science Education (CSE) at Education Development Center, Inc. (EDC) in Newton, MA in partnership with the Lawrence Hall of Science (LHS) in Berkeley, CA, with funding from the National Science Foundation (NSF). The NPASS project approach relied on a professional development training and mentorship model to build the capacity of community-based organizations (CBOs) to lead high-quality, hands-on science and engineering activities in their afterschool programming. An overarching project research question
Concord Evaluation Group (CEG) performed an evaluation study in the fall of 2010 on behalf of WGBH to evaluate the effectiveness of an online, interactive webisode developed as an educational component of the FETCH! with Ruff Ruffman series (http://pbskids.org/fetch/). The webisode was not connected to the FETCH! website at the time of the evaluation study, but will be after the study is complete. With an emphasis on building math skills, the interactive webisode was designed to teach and engage elementary-aged kids (ages 6 – 10) to identify and create combinations. In addition to identifying
CEG (formerly Veridian inSight, LLC) performed a formative study, including six focus groups, in October 2009 on behalf of WGBH. The focus groups took place in Boston, MA, Nashville, TN, and Phoenix, AZ. In each city, we conducted two focus groups. We divided the groups with respect to age (e.g., 6-7 year olds were recruited for one group in each city, 8-9 year olds were recruited for the second focus group in each city). A total of 41 children participated in the study. The goal of the formative study was to gather kids' feedback on the animated LOOP Six-Minute Sample. The focus group
The purpose of this evaluation conducted at the Smithsonian Institution's National Museum of Natural History was to find out how visitors are behaving in, reacting to and learning from the newly reopened Sant Ocean Hall. To do this, three methods were employed: a) timing and tracking, b) exit interviews and c) focused studies for specific exhibits and experiences. A total of 553 unique visitors were included in the study, with data collection occurring in December 2008 and January 2009. Visitor groups spent an overall time of just under twenty minutes, and the five most enjoyed elements were
The Salmon Camp Research Team (SCRT) project was created to address the under-representation of Native Americans in information technology (IT) and IT-intensive professions in science, technology, engineering, and mathematics (STEM). The Oregon Museum of Science and Industry (OMSI) is partnering with the Native American Youth and Family Association (NAYA) under the renewed National Science Foundation (NSF) funding to strengthen community involvement and work directly with students year round. An SCRT program website is under development with program information and a social networking page
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TEAM MEMBERS:
Phyllis AultOregon Museum of Science and Industry
During Fall 2008, the Science Museum of Minnesota's outreach staff visited schools throughout northern Minnesota to deliver the Energy Connections program. A summative evaluation was carried out to gauge the impact the program had on students' understanding of three of the program's key learning goals. As a result of participating in the Energy Connections program, students will learn that electrical energy can be generated from a variety of sources, which can be either renewable or non-renewable, and can have different environmental consequences/impact. People influence what decisions are
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TEAM MEMBERS:
Amy Grack NelsonClaire PhilippeScience Museum of Minnesota
The Wildlife Conservation Society (WCS) contracted Randi Korn & Associates, Inc. (RK&A) to evaluate its new exhibition, Madagascar!, located at the Bronx Zoo. Madagascar! showcases the wildlife and landscapes of the world's fourth largest island. Built in the historic Lion House, the exhibit transformed the interior, while preserving the historic building's Beaux-Arts beauty. The exhibit offers opportunities to see the island through the eyes of a conservationist at various interactive stations. RK&A worked with WCS to clarify its goals and objectives for Madagascar!. and to identify criteria
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Randi Korn & Associates, Inc.Wildlife Conservation Society
The CASE program served communities that are underrepresented in current museum audiences. CASE served both females and males from underrepresented minority groups, primarily African American, Latino, and Asian. The most frequent participants were younger than 20 years-old and African American. CASE succeeded in making informal science learning accessible in participating communities. CASE served a total of 10,971 individuals between September 2004 and December 2008. Across the five years, families in the eight participating sites had a grand total of 358 opportunities to attend science
The Institute for Learning Innovation (ILI) conducted a summative evaluation of the NSF-ISE funded project, WolfQuest. WolfQuest is an educational video game, downloadable free of charge, developed by Eduweb (Educational Web Adventures, Inc.) and the Minnesota Zoo. WolfQuest intends to increase the knowledge of, interest in, and attitudes towards wolves and wolf habitats in children ages 9 to 15. This evaluation report synthesizes key analysis and findings from data based on a web survey of players, in-depth phone interviews of players, and content analysis of the game conversation forums
How People Make Things is an exhibition that helps families talk together and learn about the making of everyday objects. The goal of the project was to create a learning environment that mediates difficult manufacturing concepts for parents, and scaffolds the development of family conversations about the processes of making both inside and outside the museum. A visit to the exhibition would be deemed successful if visitors demonstrated changes in what they knew and how they talked about objects and manufacturing processes. A model of change describing how families might build such an