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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Craig Young George von Dassow Trish Mace Stephen Low Alexander Low
resource evaluation Public Programs
NSF generously funded the Science Museum of Minnesota's exploration of whether or not the "theatrical gaming" technique could improve visitors' understanding of complex topics requiring conceptual shifts--topics like evolution. COVID disrupted our formal evaluation plans, but this report offers finding and guidance/best practices for other informal education institutions interested in developing this type of experience. Individual sections discuss our particular, three-phased project, theatrical gaming as a technique, storytelling, gaming, technology, and evaluation.
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TEAM MEMBERS: Liza Pryor Zdanna King Stephanie Long Trygve Nordberg
resource research Public Programs
It’s a great job when you get to do stuff just for fun. For the last few days, I’ve been at the Science Museum of Minnesota, consulting on their new exhibit? Theatrical performance? Interactive game? called Infestation: The Evolution Begins. It’s a 3-part project funded by NSF to help teach key concepts of evolution to kids, and it’s looking pretty amazing.The first part is done, and it’s a theatrical event where the concepts are explained entertainingly, and the audience are introduced to little imaginary creatures called VISTAs. If you go to SMM today, you can watch the whole show yourself
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TEAM MEMBERS: PZ Myers
resource research Public Programs
Video of a "Game 1" performance as it was in June, 2018. It's constantly "evolving," and has changed significantly as "Game 2" is being developed.
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TEAM MEMBERS: Liza Pryor
resource research Public Programs
This was the poster displayed at the NSF AISL PI Conference in Alexandria, VA, in February of 2019. Other materials included draft scripts, suggested findings, and VISTA props and stickers that are part of the game/show.
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resource research Public Programs
Increased integration and synergy between formal and informal learning environments is proposed to provide multiple benefits to science learners. In an effort to better bridge these two learning contexts, we developed an educational model that employs the charismatic nature of arachnids to engage the public of all ages in science learning; learning that aligns with the Next Generation Science Standards (NGSS Disciplinary Core Ideas associated with Biodiversity and Evolution). We created, implemented, and evaluated a family-focused, interactive science event—Eight-Legged Encounters (ELE)—which
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TEAM MEMBERS: Eileen Hebets Melissa Welch-Lazoritz Pawl Tisdale Trish Wonch Hill
resource project Public Programs
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. The project will use a design-based research process to research and develop an innovative theatrical game that will improve visitors' understanding of complex topics requiring conceptual change. This project will research a novel experience that helps visitors engage with difficult content in informal science education venues, uses existing exhibit and collection assets in a new way, and creates a venue for visitor engagement that requires less capitalization than a full exhibition project. For the public, this project will blend best practices from exhibit development, museum theater, and facilitation with emerging theories about game-based learning to create a novel experience that deeply engages visitors with an evolution storyline and allows them to explore the museum and interact with one another in new ways. For the field, the project will examine how theatrical games can be valuable, viable experiences in museum environments and what game mechanics and supports contribute to players' conceptual thinking. While the project's games with theatrical elements will focus on evolution, the tested strategies will provide valuable information about effective approaches for informal STEM education more broadly wherever audiences exhibit major misconceptions or discomfort with scientific ideas. The project will disseminate findings through conferences and workshops, academic reports, a research-to-practice implementation guide, and a training video about best practices for engaging the public in theatrical gaming.

The project will focus on the creation and modification of a theoretical framework that describes the content, program format, and degree of facilitation necessary to create experiences that support conceptual change in visitors' thinking about evolution--and, by extension, other complex topics. The project team and advisors will collaboratively will build varying levels of facilitation and challenge into theatrical programming that connects objects and experiences across the museum to help visitors construct a story of evolution. Project research will focus on the creation of three variants of a theatrical game to test a theoretical framework that describes the game dynamics and facilitation necessary for experiences that support conceptual shifts in visitors' understanding about evolution. This work will take place in four phases, and will be conducted by researchers at the Science Museum of Minnesota with input and review through an external evaluation process. The questions guiding the research are: (1) How, and in what ways, do game design features support conceptual shifts in evolution concepts?; (2) Do player outcomes differ in each game? If so, in what ways?; (3) What other factors (player profile, collaboration, evolution beliefs) influence player outcomes? (4) What are the best practices for facilitating the games and supporting visitors' experiences? The research will contribute to the under-studied field of participatory museum theatre experiences; broaden our understanding of the roles facilitation and gameplay have in informal learning; and help exhibit and program developers make informed choices about the potential of various exhibit components and aligned programming.
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resource evaluation Exhibitions
Merging art and science, "Self Reflected" aims to communicate the incredible complexity of the neural signaling in our brains that makes us who we are. The artists, Dr. Greg Dunn and Dr. Brian Edwards, invented a novel technique called reflective microetching to simulate the microscopic behavior of neurons in the viewer’s brain as they observe this work of art. "Self Reflected" is currently on display in the Your Brain exhibit at The Franklin Institute in Philadelphia. This summative evaluation study explores museum visitors’ behavior, reactions, and learning outcomes as they interact with
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TEAM MEMBERS: Jayatri Das Alexa Beacham Rachel Swenarton
resource research Public Programs
The Natural History Museum’s contemporary arts programme is described and discussed, in particular the developments since 2006. The various models of engaging with artists and the rationale behind the resulting exhibitions and displays are explained in more detail. Artists who have created new works enabled through the programme include Mark Dion, choreographer Siobhan Davies, Tania Kovats, Tessa Farmer, Dan Harvey and Heather Ackroyd.
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TEAM MEMBERS: Bergit Arends
resource research Media and Technology
This article offers a 1953-present day review of the models that have popularised DNA, one of the fundamental molecules of biochemistry. DNA has become an iconic concept over the 20th century, overcoming the boundaries of science and spreading into literature, painting, sculpture or religion. This work analyses the reasons why DNA has penetrated society so effectively and examines some of the main metaphors used by the scientists and scientific popularisers. Furthermore, this article, taken from the author's PhD thesis, describes some recent popularisation models for this molecule.
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TEAM MEMBERS: Sergi Cortinas Rovira
resource project Media and Technology
The “Impressions from a Lost World” website and related public programs will tell the story of the 19th century discovery of dinosaur tracks along the Connecticut River Valley in Massachusetts and Connecticut. The significance of these fossils extended far beyond the emerging scientific community, as they exerted a profound effect upon American arts, religion, and culture that reverberates down to the present day. The website will use stories of real people to engage visitors to think about relationships between science and religion, amateur vs. professional scientific pursuits and the role of specialization, participation of women in science, and the impact of new scientific ideas on American culture. Website visitors will draw connections of these important humanities themes to current issues. Accompanying public programs will attract diverse audiences and build interest in the website.
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TEAM MEMBERS: Timothy Neumann
resource project Media and Technology
This will be a unique video game based on the writings the American author Henry David Thoreau at Walden Pond. Designed and directed by game designer Tracy Fullerton, Walden, a game, will simulate the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the game play their own thoughts and responses to the concepts discovered there. The humanities content of the game will focus on an interactive translation of Thoreau’s writings and will also include references to the historical context of those writings. The game takes place in the environment of 1845 New England, when new technologies such as the railroad, the telegraph were first being seen and were part of the changes to pace of life that Thoreau so articulately resisted in critiques of society.
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TEAM MEMBERS: Tracy Fullerton