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resource evaluation Media and Technology
The report is of the treatment of the Flight of the Butterflies IMAX film. 42 individuals participated in four focus groups in two cities and were asked to read the film treatment in advance and were shown a two and a half minute video clip. Participants then completed a four-page questionnaire with open and closed-ended questions, and engaged in an hour-long discussion of the treatment. Survey and focus group questions were designed to elicit audience perspectives on the appeal and scientific content of the script, including discussion of the film concept, use of the large format medium
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TEAM MEMBERS: Maryland Science Center Jim O'Leary
resource research Public Programs
In this chapter, we describe a project that addressed the unique professional development needs of docents. The vignette that opened the chapter took place about a year into a NASA-funded school trip project at the museum, at a point when the leadership on this project had undergone a complete turnover, and new leaders were attempting to understand what was happening with the project and what was necessary to move it forward and ensure its success. Elsewhere, we describe the nature of docent change in more detail (Allen & Crowley, 2014). Here, we expand upon the processes our project followed
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resource evaluation Media and Technology
The goal of the study was to identify current issues for navigating and finding relevant information; evaluate the look and feel of the website in relation to its main purpose; assess the clarity of language to its audience; determine next steps for improvement. We addressed these goals through an expert review based on a 100+ point usability assessment framework on both desktop and mobile as of 12/4/2014 and informal feedback from 3 novice users ( age range 22-27 years).
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TEAM MEMBERS: Brigham Young University University of Maryland Jes Koepfler Nidhi Jalwal Victor Yocco
resource evaluation Media and Technology
Intuitive Company researchers and evaluators assessed four components of the DUST Alternate Reality Game for potential reusability: 1) QTE Environment during Collapse, 2) Brain/Health Scanner Mobile App, 3) Microbe Web App, 4) Star Map Web App. We assessed reusability based on five variables (facilitation, user identification, digital access, player type, and timing) along a continuum of informal to formal learning contexts, from museums to after school programs to formal classroom settings. Our assessment revealed that the: 1. QTE Environment during the Collapse is most replayable in its
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TEAM MEMBERS: Brigham Young University, University of Maryland Jes Koepfler Nidhi Jalwal Victor Yocco
resource research Media and Technology
Using a kind of dynamic film, Latour analyzes three recent moments in the history of science and technology, involving John Whittaker of the Pasteur Institute, Watson and Crick and Tom West of Data General. Text in Portuguese.
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TEAM MEMBERS: USM Vittorio Pastelli
resource project Media and Technology
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
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TEAM MEMBERS: Ezra Sidran
resource evaluation Public Programs
This study, completed by Serrell and Associates in June of 2012, was the first phase in an overall visitor research program at the Natural History Museum of Utah completed. NHMU opened its new facility in November 2011, a spectacular integration of a LEED- certified building anchoring the museum’s significant collections and research programs, and a series of exhibitions designed to illuminate the natural world through the lens of Utah’s human and natural history. The Museum has a total of 51,270 square feet of public interpretive space. With the purpose of setting “clear eyes to the future,”
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TEAM MEMBERS: Natural History Museum of Utah Becky Menlove Barbara Becker
resource evaluation Public Programs
This tracking and timing study was carried out by Serrell and Associates in April of 2013 as a second phase of the Museum's visitor research program for its new facility and exhibition experiences (see Whole-Museum Stay-Time Study of April 2012 for the first phase of this work). The Natural History Museum of Utah (NHMU) at the Rio Tinto Center opened in November 2011, with a total of 51,270 square feet of public interpretive space. In 2012, NHMU began a multiphase evaluation process to help staff members understand the experiences that visitors have during their visits to the new building. The
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TEAM MEMBERS: Natural History Museum of Utah Becky Menlove Beverly Serrell Barbara Becker Ellen Bechtol
resource evaluation Public Programs
The third and final study, completed by Serrell and Associates in April 2014 in a program of visitor research at the Natural History Museum of Utah. The Natural History Museum of Utah (NHMU) opened in November 2011, with a total of 51,270 square feet of public interpretive space. In 2012, NHMU began a multiphase evaluation process to help museum staff understand the experiences visitors have during their visits to the new building. The overall purpose of the research is to assess the degree to which the museum is meeting visitor needs and is having the desired impacts, so that future decisions
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TEAM MEMBERS: Natural History Museum of Utah Becky Menlove Barbara Becker Beverly Serrell Ellen Bechtol
resource evaluation Media and Technology
An evaluation of the Natural History Museum of Utah'(NHMU) "Trailhead to Utah" digital guide carried out by Frankly Green & Webb in March of 2014. The "Trailhead" is a digital ecosystem at the Natural History Museum of Utah consisting of touchscreen kiosks, a mobile guide, and a web portal for post-visit exploration. Since launching, the Trailhead to Utah system has suffered from low usage. NHMU wanted to understand why the service (in particular its mobile/smartphone element) was underused, and how it could be changed to offer a better visitor experience. In scoping the project, one key
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TEAM MEMBERS: Natural History Museum of Utah Becky Menlove Lindsey Green Paul Tourle
resource evaluation Media and Technology
A report on a visitor study about three digital "talk-back stations" located in exhibitions at the Natural History Museum of Utah (NMHU). In multiple locations in the Museum, non-digital visitor participation/visitor content contribution opportunities are offered with great success using sticky notes and guest-book formatted writing opportunities. However, it quickly became apparent that the Canyon Kiosks, Life Talkback and Land Talkback experiences were not meeting their original objectives. The aim of this research was to identify the issues impacting their success and subsequently develop
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TEAM MEMBERS: Natural History Museum of Utah Becky Menlove Lindsey Green Alyson Webb
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