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Program Evaluation
Evaluation is the act of judging the merit, worth, value, or significance of things. In terms of out-of-school learning, what is evaluated may be a program, initiative, project, or intervention—for example, an after-school program, a statewide initiative, a robotics project, or a summer learning intervention. Evaluation of out-of-school time (OST) programs provides information for accountability, decision making at multiple levels, better understanding of what works, and demonstrating the achievements of the program.
When evaluation is formally commissioned and conducted by evaluation professionals, it relies on well-developed evaluation questions, systematically collected information (i.e., data), appropriate analytic techniques, and comprehensive, targeted reports to inform stakeholders such as funders, program managers, program participants, and community members of the achievements, challenges, gaps, decisions, participant experiences, and possible directions for the program. This entry further defines evaluation; discusses the differences between program evaluation, monitoring systems, and assessments; and gives an overview of the types of evaluation. It then discusses evaluation in OST programs, how logic models inform program evaluation, and the steps taken to plan and implement program evaluation.
Purposes for evaluation can include (a) accounting to a funder for goals achieved and funds spent; (b) informing decision making and program improvement; (c) understanding the perspectives of beneficiaries of programs, such as youth, families, or communities; and (d) contributing to a general understanding of how programs work by documenting innovations, reach, dissemination, and more. Like strong research, evaluations are guided by overarching questions. These overarching evaluation questions lay the foundation for evaluation designs, methods of data collection, analyses, and reporting. Evaluation uses the same social science methods and analytic procedures as research—surveys, interviews, focus groups, document review, observations, statistical or qualitative data analysis, data interpretation—but for the purposes, as mentioned earlier, of determining merit, worth, value, or significance of a program, initiative, project, or intervention and informing decision making. Many researchers use their skills to conduct evaluations, and many evaluators also conduct research.
Other forms of documenting program activities, such as monitoring systems or assessments, contribute to evaluations, but they are not interchangeable with evaluation. Monitoring systems document, for example, what was done, with whom, for what period of time, in what place, and for how much money. In monitoring systems, activities and participants are counted and described. Assessments ask specific questions about individual-level outcomes such as learning or engagement and are often coordinated with the specific programmatic goals in mind. Both monitoring and assessments contribute to evaluations in that they add data to answer larger questions about the merit, worth, value, or significance of the thing being evaluated. However, in themselves, monitoring systems or assessments (or satisfaction surveys, for that matter) are not evaluation.
An after-school professional development program may use a monitoring system to count the professional development workshops it offered, who and how many after-school professionals attended (out of the total number who were recruited), how many sessions they attended (e.g., four sessions, 3 hours each, 1 each month), and to note that these sessions were offered online and cost the program $500 each to put on. This forms the basis of what is known about the participants in the program and sets the stage for assessment and evaluation. The pre- and postworkshop assessments of skill development (what did the participants learn and have they learned what was expected) are the assessments in this example, and these, together with the monitoring information, contribute to a larger evaluation of the program.
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- Access and Equity
- Access and Equity in Out-of-School Learning
- Apps and the App Gap
- Black Feminist Theory
- Critical Race Theory
- Critical Theory
- Digital Divide
- Dropout Reengagement
- English as a Second Language
- Feminist Theory
- Gender in Out-of-School Learning
- Girls’ Programming
- Grassroots Organizing
- Indigenous Heritage Communities of North America
- Latinos and Organized Activities
- Mentoring and Tutoring for Youth With Special Needs
- Migrants and Out-of-School Learning
- Policies Supporting Out-of-School Learning
- Queer Theory
- Race and Ethnicity in Out-of-School Learning
- Remote Indigenous Communities
- Rural Settings
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- Urban Settings
- Youth Employment
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- Harry Potter Fandom
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- Ethics, Youth, and Digital Media
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- Hive Learning Networks
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- Juvenile Justice and School Discipline
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- Youth and Political Participation
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- Design and Out-of-School Learning
- Design Thinking
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- E-Textiles
- Everyday Creativity
- Fan Fiction
- Game Design
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- Krump Culture
- LEGO and LEGO Foundation
- Machinima
- Martial Arts
- Music Entrepreneurship
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- Performing Arts and Out-of-School Learning
- Sociodramatic Play
- STEAM-Based Approaches to Out-of-School Learning
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- Mentoring
- Motivation in Out-of-School Learning
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- Positive Youth Development
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- Professional Development in Out-of-School Learning
- Relational Developmental Systems Metatheory
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- Social-Emotional Development
- Workplace Learning
- Homes and Families
- Adults Learning Coding Out of School
- Big Brothers Big Sisters
- Child Care Learning
- Children’s Hospitals
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- Educational Camps
- Everyday Expertise
- Extracurricular Activities
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- Friends and Peers
- Gardening
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- Linking In-School and Out-of-School Learning
- Online Safety
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- Summer Camps
- Summer Learning
- Learning, Assessment, and Evaluation
- 21st-Century Skills
- Affective Learning
- After-School Standards
- Assessments and Assessment Issues
- Badges
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- Curation
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- Embodiment and Mathematics Learning
- Everyday Expertise
- Learner-Centered Paradigms
- Learning by Making
- Learning Pathways
- Learning Sciences
- Learning Through Observation
- Lifelong and Lifewide Science Learning
- Math Art Communities
- Math Circles
- Participation and Engagement
- Program Quality in Youth Sport and Physical Activity
- Self-Directed Learning
- Statistical Discourse Analysis
- Media and Cultural Studies
- Harry Potter Fandom
- Sesame Street
- Artifactual Literacies
- Barbie, Research on
- Blogs and Blogging
- Comics and Manga
- Convergence Culture
- Copyright
- Cosmopolitanism
- Cosplay
- Cross-Cultural Research
- Cultural Studies
- Cyberculture
- DIY Media
- Fan Fiction
- Fandom
- Grassroots Organizing
- Hip-Hop
- International Issues in Out-of-School Learning
- Joint Media Engagement
- Krump Culture
- Participatory Culture
- Peer Cultures
- Photosharing
- Podcasting
- Popular Culture
- Radio
- Self-Publishing
- Spoken Word Poetry and Out-of-School Learning
- Toys
- Transmedia
- YouTube
- New Literacies
- Artifactual Literacies
- Cosmopolitanism
- Critical Literacies
- Digital Literacies
- Digital Storytelling
- DIY Media
- Family Literacy
- Fan Fiction
- Fandom
- Fifth Dimension
- Information Literacy
- La Clase Mágica
- Libraries and Library Services
- Media Literacies
- Multiliteracies
- Multimodality
- Space and Spatialized Literacies
- Third Space and Sociocritical Literacy
- Transliteracies
- Visual Literacy
- Online and Distance Learning
- Apps and the App Gap
- Augmented Reality
- Avatars
- Blogs and Blogging
- Chatrooms
- Connectivist Massive Open Online Courses
- Cyberbullying
- Cyberlearning
- Digital Divide
- Digital Literacies
- Electronic Portfolios
- Engagement in Tech-Mediated Learning
- Ethics, Youth, and Digital Media
- Flipped Learning
- Health and Online Learning
- Knowledge Forum
- Massive Open Online Courses
- Massively Multiplayer Online Games
- Math and Social Media
- Mobile Devices
- Mobile Learning
- One-to-One Device Initiatives
- Online Communities
- Open Education
- Open Educational Resources
- Photosharing
- Podcasting
- Scratch
- Self-Publishing
- Serious Gaming
- Social Media and Social Networks
- Transmedia
- Virtual Reality
- Virtual Worlds
- Wikis and Wikipedia
- YouTube
- Play, Games, and Virtual Worlds
- Minecraft
- Sesame Street
- Sims, The
- World of Warcraft
- Augmented Reality
- Avatars
- Barbie, Research on
- Competitive, Collaborative, and Cooperative Play
- Design Playshop
- Game Design
- Gamification of Learning
- Gaming and Affinity Spaces
- Machinima
- Massively Multiplayer Online Games
- Playful Learning
- Serious Gaming
- Sociodramatic Play
- Toys
- Video Games
- Virtual Reality
- Virtual Worlds
- Populations
- Dropout Reengagement
- English as a Second Language
- Gender in Out-of-School Learning
- Indigenous Heritage Communities of North America
- Juvenile Justice and School Discipline
- Latinos and Organized Activities
- Mentoring and Tutoring for Youth With Special Needs
- Migrants and Out-of-School Learning
- Race and Ethnicity in Out-of-School Learning
- Rural Settings
- Social Class and Socioeconomic Status
- Urban Settings
- Science, Technology, Engineering, and Mathematics (STEM)
- 4-H Youth Development Programs
- Adventure Learning
- After-School STEM Programming
- Association of Science-Technology Centers
- Children’s Museums
- Citizen Science
- Clubhouse Network, The
- Community Technology Centers
- Computational Thinking
- Computer Programming
- E-Textiles
- Learning by Making
- LEGO and LEGO Foundation
- Lifelong and Lifewide Science Learning
- Math and Social Media
- Math Art Communities
- Math Circles
- Museum Learning
- Out-of-School Time
- Robotics
- Science Clubs
- Science Fairs
- Science-Technology Centers and Science Museums
- Scratch
- Self-Tracking
- STEAM-Based Approaches to Out-of-School Learning
- STEM Learning
- STEM Learning in Informal Settings
- Tangibles and Tangible Learning
- Settings
- 4-H Youth Development Programs
- Adventure Learning
- After-School STEM Programming
- Art Museums
- Association of Science-Technology Centers
- Best Practices
- Big Brothers Big Sisters
- Boys & Girls Clubs of America
- Child Care Learning
- Children’s Hospitals
- Children’s Museums
- Citizen Science
- Clubhouse Network, The
- Community Arts Programs
- Community Outreach Programs
- Community Technology Centers
- Community–School Partnerships
- Cross-Age Peer Mentoring
- Digital Media and Learning
- Digital Youth Network
- Educational Camps
- Extracurricular Activities
- Fab Lab
- Fifth Dimension
- Gardening
- Girl Scouts of the USA
- Girls on the Run
- Girls’ Programming
- Group Mentoring
- Hackerspaces
- Hive Learning Networks
- Home Environments
- International Issues in Out-of-School Learning
- Joan Ganz Cooney Center
- Juvenile Justice and School Discipline
- La Clase Mágica
- Libraries and Library Services
- Linking In-School and Out-of-School Learning
- Makerspaces
- Martial Arts
- Mentoring
- Museum Learning
- Musical Futures
- Natural Mentors
- Out-of-School Time
- Outdoor Learning
- Place-Making
- Professional Development in Out-of-School Learning
- Program Development, Implementation, and Evaluation
- Religious Education in Out-of-School Settings
- Remote Indigenous Communities
- Research–Practice Partnerships
- Residential Education in Higher Education
- School-Based Programs
- Science Clubs
- Science Fairs
- Science-Technology Centers and Science Museums
- Service-Learning
- Sports
- STEM Learning in Informal Settings
- Summer Camps
- Summer Learning
- Technology-Mediated Learning Environments
- Tinkering Studio, The
- Wac Arts
- Workplace Learning
- YMCA
- YOUmedia
- Youth Employment
- Technology and New Media
- Adults Learning Coding Out of School
- Apps and the App Gap
- Computational Thinking
- Computer Access in the Home
- Computer Programming
- Connected Learning
- Cyberlearning
- Digital Media and Learning
- Digital Storytelling
- Engagement in Tech-Mediated Learning
- Fab Lab
- Hackerspaces
- Interactive Sensing Technologies
- Internet Activism
- Knowledge Forum
- Makerspaces
- Massive Open Online Courses
- Mobile Devices
- Mobile Learning
- New Media
- One-to-One Device Initiatives
- Online and Distance Learning
- Online Communities
- Open Education
- Robotics
- Scratch
- Self-Tracking
- STEM Learning
- Tangibles and Tangible Learning
- Technology-Mediated Learning Environments
- YOUmedia
- Theories, Models, and Methodologies
- Second Self, The
- 21st-Century Skills
- Active Learning
- Additive Model of Learning
- After-School Standards
- Apprenticeships
- Assessments and Assessment Issues
- Black Feminist Theory
- Cognitive Development
- Computer-Supported Collaborative Learning
- Connected Learning
- Constructionist Learning
- Constructivist Learning
- Critical Literacies
- Critical Race Theory
- Critical Theory
- Cultural–Historical Activity Theory
- Data Visualization
- Design Playshop
- Ecological Systems Theory
- Embodiment and Mathematics Learning
- Family Literacy
- Feminist Theory
- Flipped Learning
- Gamification of Learning
- Identity, Theories of
- Information Literacy
- Inquiry-Based Learning
- Interest and Interest-Driven Learning
- Intergenerational Learning
- Internet Identity
- Learner-Centered Paradigms
- Learning Analytics
- Learning by Observing and Pitching In
- Learning Pathways
- Learning Sciences
- Learning Through Observation
- Lifelong and Lifewide Science Learning
- Media Literacies
- Mediated Discourse Analysis
- Motivation in Out-of-School Learning
- Multiliteracies
- Multimodality
- Networks
- Participatory Action Research
- Playful Learning
- Positive Youth Development
- Positive Youth Development Through Sport
- Preparation for Future Learning
- Problem-Based Learning
- Program Development, Implementation, and Evaluation
- Program Evaluation
- Project-Based Learning
- Queer Theory
- Relational Developmental Systems Metatheory
- Self-Directed Learning
- Situated Learning
- Social-Emotional Development
- Sociocultural Theory
- Space and Spatialized Literacies
- Statistical Discourse Analysis
- Systems Thinking
- Third Space and Sociocritical Literacy
- Transfer of Knowledge
- Transliteracies
- Zone of Proximal Development
- Web 2.0 and Social Media
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