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resource research Media and Technology
Creating Museum Media for Everyone is an NSF-funded collaborative project of the Museum of Science, the WGBH National Center for Accessible Media, Ideum, and Audience Viewpoints, to further the science museum field's understanding of ways to research, develop, and evaluate digital interactives that are inclusive of all people. As a part of this effort to enable museums to integrate more accessible media into their exhibits to make them more welcoming and educational for visitors with disabilities as well as general audiences, this paper provides an overview of approaches to media accessibility
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TEAM MEMBERS: Madeline Rothberg Christine Reich
resource project Media and Technology
Kinetic City After School is a project supported by a prior NSF award that has produced over 80 activities in areas typical of after school activities such as computer games/simulations, hands-on activities, active play, and art and writing. This pathways project, KC Empower, will redesign and test five activities of the 80 activities currently developed by Kinetic City using a new approach to increase the representation of children and youth with disabilities in informal science settings. The project will test how universal design principles can be integrated with new technologies, not available when most after school STEM content was created, to address the needs of students with disabilities. The technologies used in the redesign include advanced mobile platforms and applications; search engines that sift through audio, image and video files; gaming input devices that respond to body movements; and information restructuring that allows multiple representations of content. The project will test how universal design guidelines will work with new technologies, in the short-term providing hands-on activities more accessible to students with disabilities, while increasing access for all students. The project is expected to lead to a full scale development project that will update all modules in Kinetic City After School. The target audience is 3rd - 5th grade students. The hypothesis of the project is that designing for disability can strengthen activities designed to increase science knowledge. Rather than making accommodations for persons with disabilities, it is the environment and design that are disabled, and it is better educational practice to rethink the activity from the point of view of all learners, including those with disabilities. Thus the use of universal design will address how best to present material for all users while influenced by the challenges presented by disabled users. The project includes the Coalition for Science After School, the Center for Applied Special Technology and the Afterschool Alliance.
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TEAM MEMBERS: Robert Hirshon Laureen Summers
resource research Public Programs
This study examined organizational change in science museums toward practices that are inclusive of people with disabilities. Guided by two overarching frameworks, organizational learning and the social model of disability, this study sought to answer the following: What are the contexts and processes that facilitate, sustain, or impede a science museum’s change toward practices that are inclusive of people with disabilities? The research orientation was a qualitative, multiple case study. The cases featured three science museums that varied in size and location, but shared a documented
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TEAM MEMBERS: Museum of Science, Boston Christine Reich
resource project Media and Technology
The Global Soundscapes! Big Data, Big Screens, Open Ears Project uses the new science of soundscape ecology to design a variety of informal science learning experiences that engage participants through acoustic discovery Soundscape ecology is an interdisciplinary science that studies how humans relate to place through sound and how humans influence the environment through the alteration of natural sound composition. The project includes: (1) an interface to the NSF-funded Global Sustainable Soundscapes Network, which includes 12 universities around the world; (2) sound-based learning experiences targeting middle-school students (grades 5-8), visually impaired and urban students, and the general public; and (3) professional development for informal science educators. Project educational components include: the first interactive, sound-based digital theater experience; hands-on Your Ecosystem Listening Labs (YELLS), a 1-2 day program for school classes and out-of school groups; a soundscape database that will assist researchers in developing a soundscape Big Database; and iListen, a virtual online portal for learning and discovery about soundscape. The project team includes Purdue-based researchers involved in soundscape and other ecological research; Foxfire Interactive, an award-winning educational media company; science museum partners with digital theaters; the National Audubon Society and its national network of field stations; the Perkins School for the Blind; and Multimedia Research (as the external evaluator).
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TEAM MEMBERS: Bryan Pijanowski Daniel Shepardson Barbara Flagg