This assessment serves as the summative assessment of the IMLS-funded project at KU Biodiversity Institute and Natural History Museum: Natural History Mystery: Immersing families in a problem-solving game using museum collections. The assessment employs a mixed methods approach, in which both quantitative and qualitative data are collected. More specifically, quantitative data are generated from surveys that are administered to participants at the beginning and end of the game and analyzed by using descriptive statistics (i.e., mean, standard deviation, and histogram) and paired sample t-test
Since the late 2000s, interest in the development and use of shared measures in the informal science, technology, engineering, and mathematics (STEM) education (ISE) field has increased. The intent is to build the capacity of evaluators to measure common outcomes of ISE experiences. We begin this chapter with a definition of shared measures, a description of related technical qualities of these measures, and a discussion of benefits and concerns around the use of shared measures. We then review recent conversations and developments around shared measures, including examples of observational
In its program, “Maximizing Lifelong Learning Opportunities: Innovative Strategies for Science Museums,” the American Museum of Natural History sought to develop, implement and assess a series of online and face-to-face adult learning courses, that shared the name “Our Earth’s Future” and focused on the topic of climate change. An external evaluation of this effort was conducted by Rockman et al, an independent evaluation firm that specializes in the evaluation of informal science learning programs. This research effort builds on prior knowledge gained from studies of adult learning programs
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TEAM MEMBERS:
Jennifer BorlandRuth CohenDebra TillingerMaria Janelli
From 2013-2016, Pacific Science Center, implemented the Exploring Earth Systems Sciences (EESS) project with the purpose of developing and delivering scripted demonstrations utilizing the Science On a Sphere (SOS) technology in order to promote understanding of and increase interest in Earth systems sciences. Specifically, the grant allowed the Science Interpretation team to research and write 20-minute presentations, targeted towards visitors aged 11 and older, about nine unique topics such as: climate change, weather, seasons, or the Polar Regions. Staff were then provided training in
Museums continue to invest in and experiment with internet technologies and increasingly with social software environments (i.e., social networking). These technologies have the potential to lead to a number of important intellectual and social outcomes such as learning, community building, and greater public understanding of, in our case, science. It is the possibility of supporting learning in digital environments that is the focus of this research project. In our previous work, online facilitation has emerged as a big deal and perhaps determines successful online museum environments from unsuccessful environments. To study facilitation, we seek to understand facilitation styles and their outcomes in two distinct but representative museum environments. The first, Science Buzz at Science Museum of Minnesota, is a popular website identified by the field to be exemplary because of its educational value and its use of Web 2.0 functionality. The second case is the more distributed use of social software at the North Carolina Museum of Life and Science (MLS). Instead of creating learning platforms that are hosted internally, MLS is experimenting with building learning communities where people are already gathering on the web like Flickr, Twitter, and YouTube. We anticipate being able to identify clear, replicable facilitation styles and to identify outcomes associated with those styles.
Researchers at Michigan State University, University of Washington, Science Museum of Minnesota, and Museum of Life and Science found that there are clear indicators of learning in Science Buzz (www.sciencebuzz.org), the online museum environment studied as part of the Take 2 project. People who participate in conversations through the Buzz blog demonstrate an interest in science, and they leverage their own experiences and identities in order to share science knowledge with others. Researchers utilized indicators of learning as identified in the National Academies report on Learning Science in Informal Environments. Aspects of learning that were particularly important for an online environment like Science Buzz were interest in science, participating in science through the use of language, and identifying as someone who knows about or uses science. Researchers found that Science Buzz participants had a strong interest in scientific issues, utilized argumentation strategies--an important scientific practice--and identified with the importance of science in their lives. In particular: (1) Interest in scientific issues, caring about scientific issues, identifying personally with scientific issues were commonly evident in Science Buzz; (2) There is widespread use of argumentation in relation to scientific issues, an important scientific practice, although the quality of the scientific reasoning associated with these argumentation practices varies; (3) The co-construction of identity between online participants and the host museum is a potentially powerful outcome, as it suggests that online learning environments can facilitate longer-term relationships; (4) The analytical tools developed by this project advance our ability to understand learning in online environments; (5) While some indicators of learning are present, others, such as reflecting on science or co-constructing science knowledge with others, are not present. For museums, encouraging museum staff to engage digital tools and online participants is relatively easy. However, measuring online activity with regard to complex outcomes like learning is extremely difficult. Perhaps the most useful outcome of the Take 2 project, therefore, is a tool that will enable museums to make sense of online activity in relation to powerful outcomes like learning.
The Nelson-Atkins Museum of Art's Mobile Guide program will offer visitors a new way to interact with the Museum's collections by creating audio and visual content that will be delivered through a mobile-optimized Web site (www.naguide.org). The program, available through a user's own mobile device or via iPod Touch players made available, reflects the Museum's commitment to digital interpretation and its larger goal of broadening public accessibility to its collections. This evaluation is part of the larger Mobile Guide project funded through an Engaging Communities grant awarded from the
The Take Two Institutional Research Study was an ethnographic case study of the contributions of Web 2.0 philosophy and technologies to museum practice and staff development at the Museum of Life and Science in Durham, North Carolina. It used a naturalistic methodology to investigate staff members' relationships with each other and their publics as the Museum developed and embraced a philosophy of Web 2.0 experimentation, shared authority, and co-creation. An important element in developing Web 2.0 culture at the Museum of Life and Science was leadership that encouraged experimentation and
Media MashUp (MMU) was an IMLS funded project (LG-07-08-0113 ) designed to help libraries build capacity for offering computer-based programs for youth. These programs were designed to help foster 21st Century literacy skills. The program focused on the Scratch programming language (http://scratch.mit.edu/), but also used other creative freeware programs (i.e., Audacity, Picasa, SAM animation, ArtRage). MMU was a partnership among six library systems from around the country and The Science Museum of Minnesota. Three staff members from each library participated in the program: two librarians or
The Media MashUp project is funded by the IMLS (Grant LG-07-08-0113 ) to build capacity at libraries for computer-based programs for youth that help build 21st Century literacy skills. Twenty first Century literacy skills include interactive engagement with technology, collaboration and team problem solving, taking initiative and managing time and the use of higher level processing skills (www.21stcenturyskills.org/). This project uses the Scratch programming platform (http://scratch.mit.edu/) developed at MIT to help foster youth's 21st Century literacy skills. The professional audience
This evaluation examines visitor engagement at the “Science On a Sphere” (SOS) exhibit at Pacific Science Center, Seattle, WA. Evaluators varied characteristics of the data presentation—such as topic presented, presence of a question prompt, and image rotation—and measured the resulting visitor engagement for each of the different treatments. Furthermore, the evaluation examined visitors’ interest in the SOS exhibit, as well as the extent to which visitors connect the exhibit to surrounding exhibits. This study examines different treatments to the SOS exhibit to determine the presentation
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TEAM MEMBERS:
University of Washington | Pacific Science CenterDylan HighDanielle AcheampongEllie KleinwortTravis Windleharth
The North Carolina State University Libraries and its partners will create a model framework for an interactive learning environment, applying the principles of gaming, artificial intelligence, systems automation, and experience design. Display screens, interactive applications, and computerized information systems have become almost ubiquitous within informal learning spaces in libraries and museums. The resulting convergence of physical and virtual environments, with the attendant urgency to fill screens with content that is meaningful and interactive, creates new challenges for keeping labor-intense digital content and applications fresh and relevant. The model will include an integrated assessment loop and tools for improving services to users.