The purpose of this research was to explore associations between engineering practices included in the C-PIECE framework. In this work, we took particular interest in practices under the Defining a Problem proficiency. Practices under Defining a Problem have great potential to influence the entire exhibit interaction and early observations indicated that visitor groups did not engage frequently in these practices at the informed level, therefore they were seen as an opportunity ripe for study. Through observations, interviews, and video analysis, the DOT research team investigated the
Are you interested in co-creating fun activities that exercise groups’ engineering practices? Are you curious about the types of practices that groups can exercise through exhibits?
The Framework of Collaborative Practices at Interactive Engineering Challenge Exhibits (C-PIECE Framework) provides informal education professionals with a guide when co-developing, designing, facilitating, evaluating and researching engineering design challenge experiences.
This framework was developed with input from inter-generational families, including girls 9 to 14 years old. It was adapted from theory
This study looks at the types of awe guests feel when they leave art and science cultural institutions of various sizes and context, and how it may be related to what they remember learning. We surveyed 899 guests at the end of their visit and 550 of them again about one week later. Measures included a scale of awe-related perceptions (both positive and negative) along with questions about memories guests have about what they learned during their visit. Results show awe-related perceptions were consistent across institutions with only one significant difference, even when grouped by context
Exhibit Design for Girls’ Engagement (EDGE) began as an NSF-funded research project led by the Exploratorium to learn how science museums can better engage girls aged 8–13 with STEM exhibits. Over the course of the research, we identified nine design attributes that were consistently positively related to girls’ engagement with these exhibits. The Exploratorium then went on a three-year journey funded by the Gordon & Betty Moore Foundation to explore ways to fold the EDGE design attributes into our exhibits, with a focus on existing exhibits. This was an exciting opportunity to put the EDGE
This brief literature review was composed as a final project for a doctoral level class at the Learning Sciences Research Institute. In this, the background and subsequent issues of applying socio-cultural methods to educational research within museums is explored.
What does it mean for a museum, science center, or other informal science organization to commit to being a more racially equitable institution by treating equity as seriously as something like budgeting--part of every project, and necessary to the functioning of the organization? This project document shares the organizational change processes, tools, and approaches we developed during the RACE Forward project - an action research project designed to empower cross-organizational groups to spark sustainable change in practices, policies, and dispositions across the organization.
This case
This article describes an example of science engagement striving for social justice by invigorating neglected spaces. The pop-up science centre “Knowledge◦Room“ in Vienna encourages learning, participation and engagement and provides accessibility to different groups regardless of their background. Based on a case-study of a bottom-up event at the Knowledge◦Room, we show how science communication can create a trust-based connection with disadvantaged groups in society and inspire their curiosity in science. We argue that science communication can be used as a tool for advancing social justice
Accessible Design for Multitouch Tables, Large Displays, and Interactive Experiences focuses primarily on access for individuals in wheelchairs or those of short stature who may have reach, roll-up, or related mobility limitations. Building upon existing standards, this paper presents both “broad” and “strict” interpretations for accessible design on multitouch tables and describes a range of approaches for incorporating them into new experiences.
As part of an NSF-funded project, Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577), the Museum of Science, Boston, CAST, EdTogether, and the University of Rochester held a four-part webinar series on “productive struggle,” a mixed emotional experience during which learners persist through negative feelings like confusion and frustration to achieve a satisfying resolution. In this webinar series, members of the team talk through their thinking and methods in designing productive struggle exhibits and also highlight how designing for emotions can
DATE:
TEAM MEMBERS:
Beth MalandainSunewan PanetoKatharina Marino
As part of an NSF-funded project, Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577), the Museum of Science, Boston, CAST, EdTogether, and the University of Rochester held a four-part webinar series on “productive struggle,” a mixed emotional experience during which learners persist through negative feelings like confusion and frustration to achieve a satisfying resolution. In this webinar series, members of the team talk through their thinking and methods in designing productive struggle exhibits and also highlight how designing for emotions can
DATE:
TEAM MEMBERS:
Sunewan PanetoBeth MalandainKatharina Marino
As part of an NSF-funded project, Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577), the Museum of Science, Boston, CAST, EdTogether, and the University of Rochester held a four-part webinar series on “productive struggle,” a mixed emotional experience during which learners persist through negative feelings like confusion and frustration to achieve a satisfying resolution. In this webinar series, members of the team talk through their thinking and methods in designing productive struggle exhibits and also highlight how designing for emotions can
As part of an NSF-funded project, Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577), the Museum of Science, Boston, CAST, EdTogether, and the University of Rochester held a four-part webinar series on “productive struggle,” a mixed emotional experience during which learners persist through negative feelings like confusion and frustration to achieve a satisfying resolution. In this webinar series, members of the team talk through their thinking and methods in designing productive struggle exhibits and also highlight how designing for emotions can