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resource research Media and Technology
As today’s policy challenges become more complex, it has become clear that American media—online news, television, radio, newspapers, and magazines—are not up to the task of explaining the problems underlying them or providing citizens with all the information they need to engage in public conversations about them. Democracy cannot function properly without those conversations. But one new medium—videogames—may well fill the gap. By their very nature, videogames can engage players in ways that enable players to make their way through the intricacies of policy problems. As players begin to
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TEAM MEMBERS: Diane Tucker
resource research Media and Technology
Poster on NSF DRL-1114690 (Spy Hounds) presented at the 2012 ISE PI Meeting.
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TEAM MEMBERS: Kate Taylor
resource research Media and Technology
Presentation on the evaluation of NSF grant DRL-1114515 (LOOP Production Season One) presented at the CAISE Convening on Sustainability Science and Informal Science Education, February 6th, 2012.
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TEAM MEMBERS: Marisa Wolsky
resource research Media and Technology
Presentation on the evaluation of NSF grant DRL-0638977 (Water's Journey through The Everglades) presented at the CAISE Convening on Sustainability Science and Informal Science Education, February 6th, 2012.
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TEAM MEMBERS: Eileen Smith
resource research Media and Technology
Presentation on NSF grant DRL-1114686 (""The Change"") presented at the CAISE Convening on Sustainability Science and Informal Science Education, February 6th, 2012.
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TEAM MEMBERS: Daniel Miller Seth Kramer
resource research Media and Technology
The nature of science—not only what science involves, but also how it is understood by students—is a well-established area of research. Findings have long informed policy directives and the design of teaching and learning materials. Students’ understanding of the nature of technology, meanwhile, is less widely studied, yet such an understanding is arguably essential for active participation in a technology-rich and information-driven society. In order to examine students’ understanding of technology and thereafter to develop effective approaches to supporting engagement, educators need a
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TEAM MEMBERS: Heather King
resource evaluation Media and Technology
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
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TEAM MEMBERS: Christine Paulsen WGBH
resource evaluation Media and Technology
Produced by Twin Cities Public Television, St. Paul, MN, and sponsored by the National Science Foundation, SciGirls (SG) is a multimedia project for upper grade-school and middle-school tweens. Weekly half-hour episodes are tied in with web and outreach activities in the fields of science, technology and engineering. Multimedia Research, an independent evaluation group implemented a summative evaluation of the SG Season Two multimedia project. Fifth grade girls (N = 87) viewed three shows over three weeks. They could visit the SG website at any time but were required to visit and play a Pick'm
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TEAM MEMBERS: Barbara Flagg Twin Cities Public Television
resource evaluation Media and Technology
In August 2009, the Program Evaluation and Research Group (PERG) at Lesley University contracted with the project's PI at the University of New Hampshire (UNH) to evaluate My Dome: Defining the Computational and Cognitive Potential of Real Time Interactive Simulations in an Immersive Dome Environment, an NSF funded grant. The project focuses on creating interactive experiences in immersive virtual environments, and builds off previous work the PI and co PIs have done in developing films and immersive experiences in domes and traveling domes. The project includes staff from the Carnegie Museum
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TEAM MEMBERS: Judah Leblang Elizabeth Osche University of New Hampshire
resource evaluation Media and Technology
In 2009, the Monterey Bay Aquarium began looking at new ways to interpret its Seafood Watch program. This nationwide conservation program strives to educate the public about the importance of buying sustainable seafood. As part of the program, the Aquarium publishes a printed pocket guide that lists the types of seafood consumers should buy and the types they should avoid. (For more information, visit www.seafoodwatch.org.) Over the years, several zoos, aquariums and museums that partner with the Aquarium have expressed interest in displaying an exhibit to encourage more of their visitors to
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TEAM MEMBERS: Jon Deuel Ava Ferguson Susan Kevin
resource evaluation Media and Technology
In October 2009, the Tennessee Aquarium began an ambitious program, Connecting Tennessee to the World Ocean (CTWO), funded by a grant from the National Oceanic and Atmospheric Administration. CTWO consists of several individual projects, all intended to increase the ocean literacy of Aquarium audiences and to promote their adoption of an ocean stewardship ethic. This evaluation report summarizes the extent to which the Aquarium accomplished these goals over the 3-year project period. The five project components and their key associated evaluation findings follow. 1. Classroom-based activities
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TEAM MEMBERS: Christopher Horne Tennessee Aquarium
resource evaluation Media and Technology
The Great Immensity is a play with music created by the New York-based theater company, The Civilians. With support from the National Science Foundation (NSF), this production explores humans' relationship to the environment focusing on critical issues of conservation and climate change. It premiered at the Kansas City Repertory Theatre (KC Rep) from February 17 through March 18, 2012. This summative evaluation employs the Framework for Evaluating Impacts of Informal Science Education Projects (Friedman 2008) to assess the play and its ancillary programs' impact on adult and student audiences
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TEAM MEMBERS: Ellen Giusti The Civilians