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resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

This work is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
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TEAM MEMBERS: Michael Horn Brian Magerko Jason Freeman
resource project Exhibitions
Informal learning, and by extension, museums, are inherently emotional experiences, evoking feelings of awe, excitement, and curiosity. Oftentimes, museum professionals have prioritized traditionally positive emotions such as excitement and interest as being the most desirable and useful in supporting museum learning. However, prior research into naturally occurring emotions at museums found that some visitors who experienced negative emotions, such as confusion or frustration, at exhibits also reported deeper engagement and overall feelings of satisfaction (Rappolt-Schlichtmann et al., 2017). Based on these findings and similar results from formal education (D’Mello et al., 2014), this project team has worked to develop and refine a framework of strategies for creating exhibits that invoke and support visitors through the complex emotional state called productive struggle (PS) which is defined as a three-part emotional arc characterized by: 1) disequilibrium (experienced emotionally as emotions like confusion, frustration, surprise, or unease) that arises from encountering a challenging task, phenomenon, or idea, 2) persistence through the task which is supported by exhibit design scaffolds, and 3) an emotionally productive resolution tied to the source of disequilibrium or an overall sense of effortful achievement. In deliberately attending to and supporting a range of negative and positive emotions in museums, visitors can gain access to a wider variety of complex emotional experiences, including those critical to STEM learning, and have potential to broaden participation in STEM by supporting learners' diverse emotional needs and preferences.

This multidisciplinary project team consisting of researchers and exhibit professionals utilized a design-based research (DBR) process to develop, test, and refine a definition of museum-based productive struggle, and create a framework of design strategies that support PS. Three physical exhibits and a virtual exhibit were created during this multi-year project. Additionally, a summative research study was conducted with 105 youth ages 10-17 to explore: 1) whether visitors experienced the expected emotional arc of PS; 2) how exhibit design strategies supported PS; and 3) the extent of visitors’ learning and engagement at these PS exhibits.
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TEAM MEMBERS: Christine Reich Jose Blackorby Elizabeth Kollmann Gabrielle Schlichtmann Samantha Daley Clara Cahill Katie Todd Sunewan Paneto Sarah May Becki Kipling Katharina Marino Beth Malandain Sara Castellucci Kim Ducharme Amanda Cook
resource evaluation Media and Technology
Frontier Scientists is comprised of a website and portfolio of videos created for distribution web-wide and through television broadcast. The goal of this program is to excite the general public about ongoing science in Alaska and the Arctic. This is the summary evaluation of a three-year National Science Foundation grant received by Frontier Scientists. Frontier Scientists contracted PEER Associates to conduct the evaluation. Over the course of the three years, the evaluation was focused on both formative (intended to inform and improve programming) and summative (what has the program
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TEAM MEMBERS: Rachel Becker-Klein Chris Hardee Liz OConnell
resource evaluation Media and Technology
This report is the external advisory review conducted for the Indoor Positioning System project.
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TEAM MEMBERS: Kate Haley Goldman
resource evaluation Media and Technology
As part of the Exploratorium’s Indoor Positioning System (IPS) project, we prototyped a crowd-­sourced, location-­tagged audio app, called Exploratorium Voices, or Open Conversation, that visitors could use on smartphones to listen to short comments from staff, experts and other visitors and to leave their own comments for others to hear. This app was developed with Roundware, an open-source framework that collects, stores, and delivers audio content, integrated with a Wi-Fi IPS that provided location data used to tag audio recordings and determine where a visitor was to play recordings left
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resource evaluation Media and Technology
Pacific Science Center (Science Center) has been a pillar of science education programming in Seattle, Washington since 1962. Through interactive exhibits, planetarium shows, IMAX movies and outreach, the Science Center works to inspire a lifelong interest in science, math and technology. In 2010, the Science Center joined forces with the National Aeronautics and Space Administration (NASA) through NASA Now: Using Current Data, Planetarium Technology and Youth Career Development to Connect People to the Universe. NASA Now was designed to increase the awareness, knowledge and understanding of
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resource evaluation Public Programs
With support from the Institute of Museum and Library Services, The Wild Center (TWC) engaged Insight Evaluation Services (IES) to assess the impact of specific outreach activities of the Northern New York Maple Project between September 2013 and September 2015. Data for this two-year evaluation study were collected via in-depth telephone interviews conducted with a total of 25 participants, including 16 Tupper Tappers (Tupper Lake area residents who engaged in backyard tapping to provide sap for syrup production at the museum through the Community Maple Project), four local school teachers
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TEAM MEMBERS: Kirsten Buchner
resource research Public Programs
Measuring impact may be challenging, but does that mean we should accept a lack of ambition? Researchers in all fields are grappling with the challenge of how to measure impact (in many different contexts, which naturally leads to many different approaches), and so perhaps it is not surprising that the ‘impact culture’ is spreading to public engagement. But is the field rising to the challenge or should we think more broadly about how we demonstrate impact, perhaps freeing individual and smaller projects from the need to measure public impact and allowing them instead to focus on formative
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TEAM MEMBERS: Emma Weitkamp
resource research Media and Technology
In January this year, the US saw the publication of the preview of an impressive review work on the practices and the studies concerning learning science outside schools and universities, i.e. what is referred to as informal education. The document, promoted by the National Science Council of scientific academies (National Academy of Science, National Academy of Engineering and Institute of Medicine), is the result of the work by a committee comprising 14 specialists who collected, discussed and then organized hundreds of documents on pedagogical premises, places, practices and pursuits
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TEAM MEMBERS: Paola Rodari
resource evaluation Professional Development, Conferences, and Networks
The Summative Study of the Nano Mini-exhibition took place during the spring and summer of 2012. After being observed during their Mini-exhibition experience, 455 visitors across six different partner institutions participated in surveys and interviews with NISE Net evaluation team members. This report begins by describing the key findings of the study in detail, with additional information about study methods, instruments, and two exploratory sub-studies found in the Appendices.
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resource research Media and Technology
Science is a way of knowing about the world. At once a process, a product, and an institution, science enables people to both engage in the construction of new knowledge as well as use information to achieve desired ends. Access to science—whether using knowledge or creating it—necessitates some level of familiarity with the enterprise and practice of science: we refer to this as science literacy. Science literacy is desirable not only for individuals, but also for the health and well- being of communities and society. More than just basic knowledge of science facts, contemporary
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TEAM MEMBERS: Catherine Snow Kenne Dibner
resource research Public Programs
This study aims to investigate whether different types of museum visits have specific ways to influence the visitors' experience and learning. Three types of museum visits as offered by the Museo della Scienza e della Tecnologia "Leonardo da Vinci" in Milan, Italy were taken into consideration: free tour, guided tour, and lab. The study involved visitors over 25 years of age. The way visits took place, the visitors' learning and experiences were investigated based on evidence collected using methods such as Personal Meaning Mapping and observation. Our study has revealed that the outcomes of
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TEAM MEMBERS: Matteo Villa