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
This report describes the findings of an evaluation of the K-5 school tour program at the Frye Art Museum in Seattle, Washington. These school tours observed in this study are based in the methods of the educational model of Visual Thinking Strategies (VTS), but take place during hour-long tours in the galleries, rather than repeatedly over longer periods of time, and are integrated with other questions, information, and activities developed specifically at the Frye. The findings reveal positive correlations between the use of VTS questions by gallery guides and desired student participation
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TEAM MEMBERS:
Valerie GrabskiLauren LeClaireAmanda Mae BomarFrye Art Museum
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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TEAM MEMBERS:
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
This document outlines front-end and formative evaluation findings including baseline use; improving attraction and holding power and interactions; and improving interfaces. While we found that people like the globe and will stay and interact especially with the redesigned kiosk, there is still room for improvement in support for information transfer and meaning generation, as well as opportunities for retaining user choice and control while adding usability features such as narration.
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TEAM MEMBERS:
Shawn RoweKatie StoferCéleste BarthelNancee HunterHatfield Marine Science Center
Cyberchase produced a Math & Sports unit during Season 6. Focus groups with fourth graders were implemented to assess understanding of sports diagramming and using symbols to represent plays and ball passes. 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