The New York Hall of Science, in collaboration with the Lawrence Hall of Science, is producing and evaluating an application of recently available technology, the random-access audio player, which offers the promise of improving the effectiveness of learning at science-technology center interactive exhibits. The audio "tours" that are being produced and tested will have varying degrees of branching and layering appropriate to the nature of each exhibit unit design. A "highlights" audio tour will be created for the Lawrence Hall of Science and an audio tour focusing on a single group of light, color, and vision exhibits will be created for the New York Hall of Science. The audio tours will be tested with two different categories of audience at each site: the general public on weekends and schools groups on weekdays. Alan Friedman, Director of the New York Hall of Science, will be the Principal Investigator. The Lawrence Hall of Science will be represented by Brooke Smith. The audio tours will be written and produced by Steve Tokar, the producer of Science Today a daily radio science program on the CBS radio network. Beverly Serrell, Director of Serrell & Associates, will conduct the evaluation of the audio tours at each site.
TERC Inc. will conduct a one-year proof of concept study that includes the design, development, and research of two prototype science activities for the virtual Blue Mars Science Center located on the Blue Mars 2150 platform developed by Virtual Space Entertainment. Blue Mars is a science fiction-themed virtual world set on Mars far in the future and will be rendered in High Definition, an important incremental step in the development of highly realistic virtual worlds. It is in this virtual world context that the proposed learning activities and research are to be conducted. TERC's research will examine the challenges of learning in virtual environments and which types of tools and interactions can encourage and support collaboration, the results of which will advance both informal and formal learning in virtual worlds. Avatar tracking data, participant observations, interviews, and surveys will be used to study participants. The project has the potential to advance areas of computational visualization systems and cognitive science and will afford an array of learning opportunities using real time data. Millions of visitors to the Blue Mars world will be able to share in an unprecedented range of virtual activities and experiences. It is anticipated that the research will inform the future development of even more advanced immersive interactivity, such as avatar-based models and computationally-oriented interactivity. The study will serve as a basis for both further development of the Blue Mars Science Center and the advancement of research on science learning in virtual worlds. The investigators are interested in continuing to expand as the scientific community evolves in the virtual world. The online world has the potential to become a powerful attractor for the general public to engage in science learning.
DATE:
-
TEAM MEMBERS:
Jodi Asbell-ClarkeTeon EdwardsRichard Childers
Frozen Planet is a landmark multi-media seven-part television series, with complementary website, whose goal is to inform and inspire audiences about the environment and ecology of the Polar Regions and the science being carried out there. The series will highlight multiple disciplines including climatology, volcanology, geology, glaciology, as well as natural history. Frozen Planet will be produced in High Definition by the BBC Natural History Unit and Discovery Communications for broadcast worldwide on Discovery Channel in 2011. The proposal to NSF is for 1) field support for filming various NSF-supported research efforts in Antarctica and 2) funding to cover evaluation of the project's intended learning impacts in the United States. Goodman Research Group will conduct the summative evaluation to measure learning impacts centered on the audience's understanding of the polar environment, the science being undertaken there, and the implication of the new scientific findings to their everyday lives. For scientific and field support, the production team is collaborating with many organizations in addition to NSF's Office of Polar Programs including the British Antarctic Survey, the Canadian Polar Continental Shelf Project, and NASA. Through repeated broadcast, video-on-demand, the website, and DVDs, the project will provide a comprehensive, enduring resource. The project is anticipated to reach more than 65 million people across the U.S.
DATE:
-
TEAM MEMBERS:
Dan ReesCarlos GutierrezChrstine Weber
This proof-of-concept project is a collaboration of the Museum of Science in Boston, WGBH's National Center for Accessible Media (NCAM) and Ideum. The project will demonstrate that the project team can design and develop digital interactive museum exhibit devices that work for visitors who have a wide range of disabilities. The outcome will be one "exemplar" exhibit based on an exhibit scenario where museum visitors learn STEM concepts by manipulating and analyzing real data. The project will also develop and test the efficacy of a prototype Do-It-Yourself (DIY) Toolkit that will help other museum professionals implement the digital interactive strategies. In addition, the project will produce a white paper on the specific exemplar and a research paper with guidelines for digital interactive exhibits in museum. The project uses an innovative workshop approach that brings together individuals from a diverse range of fields to develop the digital interactive strategies. After developing the "exemplar" exhibit, the team will develop the DIY Toolkit and test the efficacy of the Toolkit in museums that do not have the same level of exhibit development resources as larger institutions. The the project's evaluation will not only determine if the exemplar works well with a wide range of people with disabilities, but also determine the cost-effectiveness and efficacy of the workshop strategy and the ability of other museums to use the DIY toolkit. If successful, this project will attend to an area of high need in the informal science education (ISE) museum exhibit community and provide a resource that will serve a wide range of ISE institutions. If the project evaluation outcomes are positive, the project will lead to a larger effort to develop more exemplar exhibits based on different scenarios and an expansion of the DIY Toolkit.
The Computer Museum in Boston, MA is requesting a SGER of $49,000 to support preliminary research into the use of virtual reality as a tool for informal science. Using a virtual reality environment of the human cell, they will test to determined: 1) if people gain a physical understanding of the human cell, including a sense of scale, the shape and location of elements, and the physical relationship between elements, and 2) if people gain an understanding of the concept of a system by interacting in the virtual world of the human cell. The PI will be David Greschler, Exhibit Developer at the Museum. He has developed two major exhibits at the Museum, has worked at the MIT Media Laboratory, and has taught educational software design at the Harvard Graduate School of Education. Eben Gay will be co-PI and will have oversight for the software development of the virtual reality. He has been Principal Engineer at Digital Equipment Corporation since 1980 and has been building virtual realities since 1982.
DATE:
-
TEAM MEMBERS:
David GreschlerEbenezer Gay
resourceprojectProfessional Development, Conferences, and Networks
This project will establish a research foundation for archaeological education in informal learning environments. It will investigate the use of archaeological content and concepts to help museums and other informal learning organizations increase and diversity their audiences. In addition to generating information and a data base, the effort will develop a research framework for presenting this subject to various public audiences with emphasis on underrepresented groups. The plan is to develop and implement a Delphi survey for a variety of stakeholders, including 60 museums, to determine what they do to attract diverse audiences, what is needed to create effective archaeology learning opportunities, and how successful they have been in communicating archaeological content and concepts. The result will be a synthesis that informs a broad spectrum of the informal science education community.
This 12-month planning phase will prepare the Exploratorium to develop a major collection of exhibits and activities on human thought and behavior. Because of the abundance of dramatic, new scientific research in human cognition and how this topic can be explored in an informal setting by the public, the institution will perform a one-year research and planning project. The team will investigate work by other science centers through site visits, conduct audience research on their needs in learning about cognitive science, consult with advisors, develop and test exhibit prototypes and evaluate the process.
This is a study of the writing styles appropriate for describing science and nature television programs, thereby making them accessible to visually impaired audiences, and to access the audience's needs and preferences for science and nature programs.
The Brooklyn Historical Society is planning a new exhibit that will focus on the development of penicillin in Brooklyn. In order to get information about potential visitors' knowledge of and interest in the topic, a survey of 40 people was conducted. The exhibit team's desire was to find out how much people know about penicillin; what they want to know about it, and what their misconceptions might be.
This report presents the findings from a front-end evaluation of a proposed sharks and rays exhibition conducted by Randi Korn & Associates, Inc. (RK&A) for the Monterey Bay Aquarium (MBA). The evaluation was undertaken to help MBA staff find common ground among the content and interpretation of the sharks and rays exhibition and potential visitors. Data were collected in May 2002 from drop-in visitors at the MBA. The evaluation consisted of two data sets: storyboard interviews with 50 visitor groups and card-sort interviews with 30 visitor groups.
DATE:
TEAM MEMBERS:
Randi Korn & Associates, Inc.Monterey Bay Aquarium
This report presents findings from a front-end evaluation of Texas Prehistory: How Do We Know?, under development by the Fort Worth Museum of Science and History and supported by a National Science Foundation (NSF) planning grant. This 10,000 square-foot permanent exhibition, with accompanying traveling exhibition and educational programs, focuses on current archaeological and paleontological fieldwork taking place in Texas and explores how scientists are able to piece together the past.
DATE:
TEAM MEMBERS:
Randi Korn & Associates, Inc.Fort Worth Museum of Science and History
This report presents the results of a front-end evaluation for the upcoming exhibit entitled, "Electric Space: The Sun-Earth Environment" at the National Air and Space Museum. Front-end evaluation is often conducted to provide exhibit planners with information about their audience during the planning stages of an exhibit. This front-end evaluation was designed to determine visitors' familiarity with, knowledge of, and misconceptions about the make-up of space between the sun and the earth.
DATE:
TEAM MEMBERS:
Randi Korn & Associates, Inc.National Air and Space Museum