With funding from the Institute of Museum and Library Services’ (IMLS) Museums for America program, the Cincinnati Zoo & Botanical Garden (Zoo) undertook a process of improving the interpretive experience of its Wings of the World exhibit, which concluded in summer 2018. The updated exhibition sought to enhance families’ connections to nature and inspire them to become better bird neighbors, in direct alignment with the Zoo’s strategic planning.
In collaboration with the Zoo, the Lifelong Learning Group (LLG) conducted formative and summative evaluation in spring and summer 2018. The
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. The theme of this conference project by the New York Hall of Science will be exploring how to better design exhibits to promote "public engagement with science." Here, "public engagement with science" refers to opportunities that go beyond traditional approaches to the public understanding of science. The event will invite professionals to consider how to shift exhibit designs toward engaging visitors with STEM in ways that emphasize the intersection of STEM innovation with visitors' daily lives, their personal agency, and their interdependence with their personal social networks and the institutions that advance STEM knowledge and innovation. The conference and its pre- and post-conference activities will bring together curators, exhibition developers, community outreach professionals, museum administrators, and learning scientists from the United States and Canada. They will work together to identify design principles and key obstacles to designing exhibits that can better help science museums achieve two goals: 1) making visitors' diverse and personal questions, concerns, and perspectives central to their experience of the exhibits; and 2) engaging visitors as contributors to the exhibit experience in ways that make their contributions visible and consequential. During this two-day event attendees will consider how exhibits can support broader and more diverse public participation in critical debates about the roles of STEM discovery and innovation in society. The effort is grounded in recent work on public engagement with science; on reorganizing museums to become sites for participation and contribution by visitors, and particularly by institutions' local communities; and on making and engineering design programming within museums. The goal is to chart a course toward a vision of the future of science museums in which they maintain their status as sources of trusted information, while also fulfilling their potential as sites of genuine participation and social interaction, in which visitors make meaningful contributions to the substance and workings of the museum floor while also engaging with, learning about and holding themselves accountable to the core concepts and practices of the STEM disciplines. The conference will build the capacity and collaborative engagement of a network of science centers whose work is central to achieving the museum field's ultimate goal of engaging the public of all ages in learning STEM in informal environments. The conference and associated activities will be evaluated by staff at the New York Hall of Science, with oversight by an external advisory committee of research and development professionals. This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. The Exploratorium in San Francisco, in collaboration with social science researchers at Arizona State University and Rutgers University, will conduct a two-year Pilots and Feasibility Studies project that will test a new model for integrating museum exhibits with public participation in scientific research, called Exhibit-Based PPSR (E-PPSR). The team will create a mini-exhibition about social psychology that (a) engages science museum visitors in investigating and reflecting on social factors that promote cooperation or not, (b) builds public awareness of the science of social psychology and (c) generates valid data for academic research in this area.
The Exploratorium will build on its long history of creating participatory exhibits that engage visiting groups in social science learning and in self-reflective metacognition. This expands beyond the typical lab-in-the-museum in which individual visitors interact with researchers' laptops or simple props. The model takes the exhibit experiences further, injecting the dimension of public participation in social psychology research. By voluntarily and anonymously contributing demographic and response data, large numbers of people from mixed-age groups will help social scientists gain new insights into cooperation among a broader sample of humanity than are usually studied in university labs. The E-PPSR lab is always available, rather than open only when a researcher is present. The model also incorporates research on learning and assesses the effect of E-PPSR on social science learning experiences. Do museum visitors build greater conceptual understanding of the social science by contributing to real research and seeing their own responses within the larger dataset? Do they attend more deeply to debriefing activities when they have contributed their own data? The three main deliverables include: 1) a prototype Exhibit-based PPSR laboratory at the Exploratorium comprised of one exhibit for gaining informed consent, three 'Data-Catcher' exhibits modified to record anonymous responses when visitors opt-in to contributing to social psychological research, and one debriefing exhibit. A back-end database will send data to the academic researchers; 2) evaluation studies that test the E-PPSR model. The studies will assess the success of debriefing approaches, the effectiveness of recruitment and the impact of E-PPSR on learning. The team will publish a journal article describing the E-PPSR model and academic research findings. The team will also organize a conference session with others in the museum field who manage in-house academic research laboratories; and 3) a report by the academic partners describing the impact of the project on their research program.
This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
This poster, which was presented at the Visitor Studies Association Conference in 2017, shares methods, working definitions and frameworks, and lessons-learned from Developing Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577). Through design-based research, this project is investigating the emotional state of “productive struggle,” an intensive, fruitful state of exhilaration and challenge characterized by high levels of physiological arousal along with the experience of negative emotions. The project pushes beyond the positive range of emotional
Exploration Place, with funding from the National Aeronautics and Space Administration (NASA), contracted RK&A to conduct a summative evaluation of Design Build Fly, an exhibition and program series that explores what happens behind-the-scenes in Wichita’s aircraft plants. The goals of the study were to identify how visitors use the exhibition, explore what meaning visitors make from Design Build Fly, and understand to what extent visitors’ meaning-making aligns with intended outcomes.
How did we approach this study? RK&A conducted timing and tracking observations of visitors to the
The Collaboration for Ongoing Visitor Experience Studies (COVES) is designed to unite science centers across the country to systematically collect, analyze, and report on visitor experience data. We envision a collaborative museum community seeking to better understand and improve the visitor experience. We believe that studying the visitor experience in science centers—who visits a particular museum, why they visit, what they experience during their visit, and how they react to different aspects of their experience—can help organizations learn about their visitors, make evidence-based
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. This Research in Service to Practice project will study how visual immersion and interactivity in augmented reality (AR) affects visitors' engagement and understanding of science. The research involves creating different versions of an AR exhibit to communicate paleontology research from the La Brea Tar Pits to the general public. Different versions of the exhibit will be compared to learn how design choices for immersion and interactivity impact visitors' engagement and understanding of science. The result of this study should be a model to follow for similar public exhibits, as well as design principles that generalize to AR experiences for a broader range of informal learning environments. This project will also demonstrate and report on specific AR mechanisms that help visitors understand the scientific process and increase knowledge about paleontology research.
The study includes a user-centered design and evaluation process with both formative and comparative studies. This project investigates two high-level design factors for mobile AR: visual immersion and interactivity. These impact the learning experience and the development so extensively that multiple versions are seldom compared. These factors also have unique considerations for informal settings, such as how to balance immersion against situational awareness (e.g., 3D viewers reduce field of view). One goal of this project is to systematically compare qualitatively different AR designs that convey equivalent science content and study these tradeoffs empirically. The second goal is to leverage these findings to publicly release an AR experience that promotes engagement, increases understanding of science, and reduces scientific misconceptions. This research will also contribute to understanding usability and logistical issues for different AR designs for public, outdoor, informal settings.
This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS:
Emily LindseyBenjamin NyeGale SinatraWilliam Swartout
This project explores augmented reality (AR) technology as a way to make STEM content accessible to Deaf and Hard-of-Hearing (DHH) learners in "live" presentation settings found within science centers and museums. The current ways of providing communication and information access to DHH museum visitors require DHH learners to split their attention between the visual focus of the experience and the interpreter or captioning display. As a result, DHH learners are forced to decide which information to miss during live presentations, thus presentations may not be fully comprehended by the DHH learner. Furthermore, this issue perpetuates a lack of inclusivity and accessibility in informal STEM learning environments. The work focuses on investigating approaches to develop an AR platform with a near-eye display that will allow DHH visitors to receive signed or captioned instruction while still looking at and interacting with the intended exhibits. The new platform will allow for transmission of live and spontaneous instruction. Researchers will evaluate and recommend efficient ways to make information at science centers and museums accessible to the DHH population based on data collected from DHH learners. This project is funded by the Advancing Informal STEM Learning program's Pilot and Feasibility Studies which seek new approaches to design and development of STEM learning to be accessible to all learners including underrepresented groups in informal environments.
The researchers will investigate the following research question: how can the use of Augmented Reality (AR) as a method of support service delivery improve the engagement of Deaf and Hard-of-Hearing (DHH) adolescent learners in semi-structured learning environments? Both formative and summative evaluations will be conducted from two different angles: (1) an engineering-centric evaluation focused on technical development and (2) an educational-research centric evaluation focused on pilot studies on user experiences, attitudes, and learning outcomes. Both qualitative and quantitative data on the use of this technology will be collected. The evaluation methods include attitudinal surveys (pre/post), ethnographic observations, pre/post tests of content knowledge, and semi-structured group and individual interviews. This project will be conducted by researchers in the Center on Access Technology at National Technical Institute for the Deaf, one of the colleges of Rochester Institute of Technology, in partnership with the Rochester Museum & Science Center, which includes the Rochester Challenger Learning Center. This project represents a first step in setting future directions for research & development and to make educational materials more accessible to the DHH community.
This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS:
Wendy DannelsSara SchleyBrian TragerMel Chua
This set of appendices represent all research instruments related to study presented in the I/CaLL Art Experiences and Advancing Science Literacy report (NewKnowledge Publication #NSF.097.115.07).
Appendix A: Installation Site Intercept Interview Instrument
Appendix B: Artists-Scientists Walk & Talks Instrument
Appendix C: Post-Performance Event Survey Instrument
Note that researchers did not use an instrument for the fourth aspect of the study, the post-performance event reflection sessions. Instead, they allowed the discussions to be directed by the reflection participants.
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TEAM MEMBERS:
John FraserRebecca Joy NorlanderSophie SwansonNezam ArdalanKate FlinnerJoanna Laursen BruckerNicole LaMarca
Engagement is the cornerstone of learning in informal science education. During free-choice learning in museums and science centers, visitor engagement shapes how learners interact with exhibits, navigate through exhibit spaces, and form attitudes, interests, and understanding of science. Recent advances in multimodal learning analytics are creating novel opportunities for expanding the range and richness of measures of visitor engagement in free-choice settings. In particular, multimodal learning analytics offer significant potential for integrating multiple data sources to devise a composite picture of visitors' cognitive, affective, and behavioral engagement. The project will center on providing a rich empirical account of meaningful visitor engagement with interactive tabletop science exhibits among individual visitors and small groups, as well as uncovering broader tidal patterns in visitor engagement that unfold across exhibit spaces. A key objective of the project is creating models and practitioner-focused learning analytic tools that will inform the best practices of exhibit designers and museum educators. This project is funded by the Advancing Informal STEM Learning (AISL) program. As part of its overall strategy to enhance learning in informal environments, AISL funds research and innovative approaches and resources for use in a variety of settings. The research team will conduct data-rich investigations of visitors' learning experiences with multimodal learning analytics that fuse the rich multichannel data streams produced by fully-instrumented exhibit spaces with the data-driven modeling functionalities afforded by recent advances in machine learning and educational data mining. The research team will conduct a series of visitor studies of naturalistic engagement in solo, dyad, and group interactions as visitors explore interactive tabletop science exhibits. The studies will utilize eye trackers to capture visitors' moment-to-moment attention, facial expression analysis and quantitative field observations to track visitors' emotional states, trace logs generated by exhibit software, as well as motion-tracking sensors and coded video recordings to capture visitors' behavioral interactions. The studies will also use conversation recordings and pre-post assessment measures to capture visitors' science understanding and inquiry processes. With these multimodal data streams as training data, the research team will use probabilistic and neural machine learning techniques to devise learning analytic models of visitor engagement. The project will be conducted by a partnership between North Carolina State University and the North Carolina Museum of Natural Sciences. The research team will 1) design a data-rich multimodal visitor study methodology, 2) create the Visitor Informatics Platform, a suite of open source software tools for multimodal visitor analytics, and 3) launch the Multimodal Visitor Data Warehouse, a curated visitor experience data archive. Together, the multimodal visitor study methodology, the Visitor Informatics Platform, and the Multimodal Visitor Data Warehouse will enable researchers and practitioners in the informal science education community to utilize multimodal learning analytics in their own informal learning environments. It is anticipated that the project will advance the field of informal STEM learning by extending and enriching measures of meaningful visitor engagement, expanding the evidence base for visitor experience design principles, and providing learning analytic tools to support museum educators. By enhancing understanding of the cognitive, affective, and behavioral dynamics underlying visitor experiences in science museums, informal science educators will be well-positioned to design learning experiences that are more effective and engaging. This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS:
James LesterJames MinogueJonathan RoweNorth Carolina Museum of Natural Sciences
The Nelson-Atkins Museum of Art recently completed a renovation of its 19th- and early-20th-century European art galleries (the Bloch Galleries). The renovation includes the incorporation of the Marion and Henry Bloch Collection, a major gift of 29 masterworks by leading Impressionist and Post-Impressionist artists. As part of this renovation project, the museum took the opportunity to experiment with new visitor engagement and interpretation strategies, including both digital and print approaches.
The museum identified three desired visitor outcomes for the galleries: 1) Visitors will
Purpose: The Museum of Pop Culture (MoPOP) in Seattle, WA, changed their name from Experience Music Project in 2016. The institution has undergone several changes since its inception and has not conducted a comprehensive visitor study since 2010. As such, MoPOP partnered with the University of Washington Museology Graduate Program to conduct a large-scale visitor study to better understand who MoPOP visitors are, explore their perceptions of pop culture and MoPOP prior to their visit, and the extent to which these perceptions changed due to their museum experience.
Methods: Pre-visit