The National Center for Interactive Learning (NCIL) at the Space Science Institute (SSI), in collaboration with the Colorado Clinical and Translational Studies Institute (CTSCI), and Colorado Area Health Education Centers (AHECs), requests support for Discover Health/Descubre la Salud (DH/DS). The bilingual (English/Spanish) project will include an interactive library exhibit supported by media and community education resources to engage underserved communities in learning about their cardiovascular and digestive systems, and how to keep them healthy. The project will target underserved communities, including rural and Latino communities, working through libraries and community institutions. The project will use a strategic combination of bilingual, interactive exhibits presented at libraries and community health fairs and festivals, career events, family nights, science camps, and mini-med schools, to engage students, families, and adults in these important health issues. Project PI Robert Russell, Senior Education Associate at NCIL, and NCIL Founder Co-PI Dusenbery, Founder of NCIL, will direct the project. Dr. Jack Westfall, who will direct the Community Engagement Core of CCTSI and also directs Colorado AHECS, he will direct their subaward. An outstanding advisory committee includes biomedical researchers, community health educators, librarians, and informal science educators. They will provide expertise on biomedical science content and help guide the project's implementation. Knight Williams, Inc., a highly experienced media and community evaluation firm, will conduct the full required project evaluation.
Understanding a community's concerns and informational needs is crucial to conducting and improving environmental health research and literacy initiatives. We hypothesized that analysis of community inquiries over time at a legacy mining site would be an effective method for assessing environmental health literacy efforts and determining whether community concerns were thoroughly addressed. Through a qualitative analysis, we determined community concerns at the time of being listed as a Superfund site. We analyzed how community concerns changed from this starting point over the subsequent
A research project that is only expert-driven may ignore the role of local knowledge in research, often gives low priority to the development of a comprehensive communication strategy to engage the community, and may not deliver the results of the study to the community in an effective way. Objective: To demonstrate how a research program can respond to a community research need, establish a community-academic partnership, and build a co-created citizen science program. Methods: A place-based, community-driven project was designed where academics and community members maintained a reciprocal
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Univeristy of Wisconsin- StoutMonica Ramirez-AndreottaMark BrusseauJanick ArtiolaRaina MaierA Jay Gandolfi
This pilot study was funded by the Museum of Science’s Women in Science Committee to examine the impact of competition on children participating in Design Challenges engineering experiences, and in particular, to see what effect, if any, the competitive design of these engineering activities had on girl participants. The research questions for this study included: 1. How does competition affect participants' engagement in engineering activities? 1.a Does this differ for boys and girls? 2. How does competition affect participants' desire to take part in future engineering activities? 2.a. Does
This annual report presents an overview of Saint Louis Science Center audience data gathered through a variety of evaluation studies conducted during 2014. This report includes information on the Science Center's general public audience demographics and visitation patterns, gives an overview of visitors' comments about their Science Center experience, summarizes major trends observed in the Science Center's tool for tracking educational programs, and presents highlights from front-end evaluations of a new exhibit about the Mars rovers.
Life on Earth is interactive software installed as a museum touchtable exhibit that uses data about over seventy thousand (70,000) species from several databases to help visitors explore and deepen their understanding of biodiversity, evolution and common ancestry, and the history of life on earth (DeepTree/ FloTree). Some installations also include a smaller exhibit that poses puzzle challenges about evolutionary relationships among species (Build-a-Tree (BAT)). The exhibit was installed at four natural history museums across the U.S. – the Harvard Museum of Natural History (Cambridge, MA)
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Harvard UnivesityJim HammermanAmy SpiegelJonathan Christiansen
Interactive surfaces are increasingly common in museums and other informal learning environments where they are seen as a medium for promoting social engagement. However, despite their increasing prevalence, we know very little about factors that contribute to collaboration and learning around interactive surfaces. In this paper we present analyses of visitor engagement around several multi-touch tabletop science exhibits. Observations of 629 visitors were collected through two widely used techniques: video study and shadowing. We make four contributions: 1) we present an algorithm for
The following are interviews with people whose long-term involvement with the PISEC program has been life-changing. Most started as participants, with or without friends and family, and over time became PISEC leaders. Most of those profiled here are parents. Because PISEC programs are geared to families, these parents brought their children to events starting at a very young age. As their children grew up in PISEC, they too, became involved with the program. In some cases, children took on leadership roles of their own; in other cases, children’s interest in science activities and studies grew
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Philadelphia-Camden Informal Science Education Collaborative (PISEC)Minda BorunBarbara Martin KellyLisa Jo Rudy
The Exploratorium's Going APE project (APE=Active Prolonged Engagement) developed 30 exhibit designs to encourage visitors to become more cognitively engaged with exhibits--to use exhibits as tools for self-directed exploration, rather than as authoritative demonstrations. To do this, the staff drew on work in the fields of education, visitor research, human factors engineering, computer interface design, and interactive exhibit development at other museums. The project also integrated evaluative research into exhibit development to maximize possibilities for visitor-authored questions
This article describes a series of demonstration projects that use multiscalar gigapixel image technology to iteratively design, test, and study how visitors learn to observe more scientifically in museums, online, and through museum-based programming. We consider how the particular affordances of systems like these can move science communication and learning from didactic approaches centered on one-way communication toward technology platforms that encourage shared observation, dialogue, and engagement.
Visiting a zoo or aquarium is not only fun, but can also have a positive impact on visitors' knowledge and attitudes regarding animals and the environment. The biggest challenge, however, is for these institutions to strategically provide opportunities for cognitive and affective learning while simultaneously facilitating enjoyment and fun. Recent studies in zoos and aquaria have examined various factors that can influence learning such as engaging visitors' emotions or connecting with visitors' prior knowledge and interests. The intent of the current study was to further this line of
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.