The Lost Ladybug Project, led by Cornell University's Department of Entomology and funded by the National Science Foundation, is a citizen science project that uses ladybugs as a focal species in order to involve children, families, adults, and other groups in field science experiences to illustrate scientific concepts, including invasive species, biodiversity, and conservation. In the project's third year, its activities included the refinement of online mechanisms for participation and submission of data, finalization of guides, curriculum materials, and tools for public audiences including
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Jessica SicklerCornell UniversityTammy Messick Cherry
As the Cyberchase series gained traction, it became evident that Cyberchase's appeal was not limited to the intended age group. Based in part around its visually appealing animation, its humor, and its characters as well as its after-school and Saturday morning broadcast schedule the program also attracted, and developed a loyal following among, younger viewers. As the mathematical concepts integrated into the plot lines were created with the explicit intent of engaging older children, Cyberchase's inadvertent resonance with this younger audience raised questions in the minds of the program's
This formative evaluation gathered feedback from after-school group leaders and their 3rd-5th grade youth in response to two activities included in the Cyberchase Workshops-In-A-Box. The user-based feedback will assist with the design of new after-school materials. The general goals for the research were:To explore reactions to the workshop guide generally To assess appeal of the two activities To pinpoint difficulties in the implementation of the two activities To estimate comprehension of the activity content.To evaluate leader interest in further activities.Cyberchase is the Emmy Award
This formative evaluation gathered feedback from teachers and their fourth grade children in response to two activities included in the Cyberchase Teachers' Guide. The user-based feedback will assist with the design of new school-based materials. The general goals for the research were to explore reactions to the guide; assess appeal and difficulties in implementation of two activities; estimate comprehension of activity content; and evaluate teacher interest in further activities. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new
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
Focus groups with parents of third and fourth graders were implemented to help support the revision and expansion of the current Cyberchase website for parents. This study focused on the following research questions: (1) How do parents understand their role in helping their children with learning in math? (a) Do parents see their role as motivational? (b) Do parents see their role as helping their child with math difficulties? (c) Do parents see their role as collaborating with their child in learning math? (2) What are parents' concerns or anxieties about their role in supporting math
WNET planned an initiative to involve museums in the outreach associated with Season V of Cyberchase. A written feedback survey gathered information from 32 museums as to their current practices and recommendations with respect to museum kits, discovery carts, discovery boxes, video screenings and educational computer games. The goal of the survey was to assess the needs of the museums and to guide the development of an outreach plan for Season V. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational outreach to
Goodman Research Group, Inc. (GRG) conducted a summative national field test study of the PEEP Explorer's Guide in early childhood education (ECE) classrooms. Participating teachers used four-to-six Explorer's Guide Units with their students over the course of one school year. GRG assessed changes in teachers' science-teaching practices after using the PEEP Explorer's Guide over an extended period of time and examined potential barriers to using the PEEP Explorer's Guide throughout the course of a school year. The evaluation sought to measure the following professional audience impacts and
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) partnered with the Native American Youth and Family Association (NAYA) under renewed National Science Foundation funding to strengthen community involvement and work directly with students year round. The 2007-2008 evaluation of the project found evidence of effective implementation and data on important student
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Phyllis AultOregon Museum of Science and Industry
To gain insight into the Cyberchase audience, a Web survey was conducted with parents through the PBS Web site during June and July, 2005. Participants were 94 parents of children who were current or past users of at least one Cyberchase media component (e.g., TV, Web site, outreach materials, etc.). Roughly equal numbers of boys and girls were represented, and one-third of the children were identified as minorities. Parents were recruited through the Cyberchase Web site and online mailings, and were asked to complete the online survey. Rather than being representative of U.S. parents as a
During half-hour sessions, four third grade girls and four third grade boys from a Long Island elementary school were observed individually while playing an early prototype of a computer game called 'Inventors' Workshop. The procedure involved assessment of student interpretation of the part visuals and renaming of parts once the game had been experienced; suggestions for additional parts; comprehension of the connection of parts; understanding of rotation feature; ability to respond to three different and successively more difficult challenges; ability to invent their own challenge for