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resource research Media and Technology
Summative evaluation plays a critical role in documenting the impacts of informal science education (ISE), potentially contributing to the ISE knowledge base and informing ongoing improvements in practice and decision-making. In response to the growing demand for capacity-building in ISE evaluation, this paper presents a framework for summative evaluation based on an extensive review of literature and research-based refinements. The framework synthesizes key elements of high-quality summative evaluation into three dimensions: (a) Intervention Rationale, (b) Methodological Rigor and
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TEAM MEMBERS: Alice Fu Lisa Peterson Archana Kannan Richard Shavelson Amy Kurpius
resource research Media and Technology
This is a handout from the Science Learning Plus (SL+) Forum held on InformalScience.org from July 6-17, 2015. It lists and describes resources about research and practice collaborations.
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TEAM MEMBERS: Sue Allen
resource research Media and Technology
This paper presents a conceptual framework for analyzing how researchers and district leaders perceive and navigate differences they encounter in the context of research-practice partnerships. Our framework contrasts with images of partnership work as facilitating the translation of research into practice. Instead, we argue that partnership activity is best viewed as a form of joint work requiring mutual engagement across multiple boundaries. Drawing on a cultural-historical account of learning across boundaries (Akkerman & Bakker, 2011) and evidence from a study of two longterm partnerships
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TEAM MEMBERS: Bill Penuel Annie Allen Cynthia Coburn Caitlin Farrell
resource research Media and Technology
Collaboration is a prerequisite for the sustainability of interagency programs, particularly those programs initially created with the support of time-limited grant-funding sources. From the perspective of evaluators, however, assessing collaboration among grant partners is often difficult. It is also challenging to present collaboration data to stakeholders in a way that is meaningful. In this article, the authors introduce the Levels of Collaboration Scale, which was developed from existing models and instruments. The authors extend prior work on measuring collaboration by exploring the
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TEAM MEMBERS: Bruce Frey Jill Lohmeier Stephen Lee Nona Tollefson
resource research Media and Technology
As collective impact initiatives blossom around the country, Northern Kentucky provides a case study in handling a dilemma that can spring from that growth: When multiple initiatives develop overlapping missions, members, and audiences, how can you reduce competition and increase impact? Today, Northern Kentucky's education initiatives are aligned through a backbone organization that aims to improve all youth supports, from birth to career.
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TEAM MEMBERS: Merita Irby Patrick Boyle
resource research Public Programs
Feinstein and Meshoulam’s study examines the nature of equity work in museums and science centres across the U.S. Based on 32 interviews with leaders from 15 informal science education organisations, the authors identified two different perspectives, client and cooperative, each with its own strengths and implications for informal science education.
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TEAM MEMBERS: Heather King
resource research Media and Technology
During the first EU-funded project EUSCE/X (European Science Communication Events / Extended), a "White Book" was developed in 2005, containing the experiences of exploring 21 European science engagement events like science festivals. The White Book has 13 chapters ranging from "purpose and philosophy" across "management", "education", "funding" to "European dimension".
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TEAM MEMBERS: James Potocnik
resource research Media and Technology
This article explains the concepts of disruptive innovation and catalytic innovation, a subset of disruptive innovation. Disruptive innovations challenge industry incumbents by offering simpler, good-enough alternatives to an underserved group of customers, whereas catalytic innovations can surpass the status quo by providing good-enough solutions to inadequately addressed social problems.
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TEAM MEMBERS: Clayton Christensen Heather Baumann Randy Ruggles Thomas Sadtler
resource research Media and Technology
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
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TEAM MEMBERS: Utah State University Victor Lee
resource research Media and Technology
This article focuses on collective impact, the idea that large-scale social change requires broad cross-sector coordination rather than a focus on isolated interventions in individual organizations. The article lays out five conditions that help organizations collaborate--a common agenda, shared measurement systems, mutually reinforcing activities, continuous communication, and backbone support organization.
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TEAM MEMBERS: John Kania Mark Kramer
resource research Media and Technology
This presentation was part of the "ISE Learning Research and Evaluation" dyad at the 2015 CAISE Convening on Broader Impacts + Informal Science Education held in Arlington, VA on April 7-8. The presentation describes the difference between research and evaluation, highlights from informal science education (ISE) findings in the learning sciences, research and evaluation highlights, and potential research and evaluation questions.
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resource research Media and Technology
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
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TEAM MEMBERS: Oregon Museum of Science and Industry Kyrie Thompson Kellett Marilyn Johnson Marcie Benne Chris Cardiel Barry Walther Mary Soots Scott Pattison