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resource evaluation Public Programs
This summative evaluation report details the Broad Implementation of the Living Laboratory model--an initiative to promote partnership between museums and cognitive science researchers in order to promote professional learning and involve the public in scientific research. The evaluation investigated the extent of the dissemination effort’s depth, spread, sustainability, and shift in ownership, based on Coburn’s criteria for scale-up (2003). Evaluators collected data from surveys, interviews, focus groups, document review, and observations. Findings about depth suggest that adopters fully
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resource project Exhibitions
The project will develop and research a new system that bridges the advantages of physical and virtual worlds to improve young children's inquiry-based science learning and engagement in a collaborative way. The project will use innovative technology and successful techniques developed for adaptive tutoring systems and bring this core research into informal learning settings where they haven't been applied before, with the goal of increasing engagement, learning and deep inquiry-based understanding in these environments. Museums and similar informal learning settings offer opportunities for children and families to learn together in an engaging way. However, without learning supports provided by people, signage, or technology, people often miss the point of the learning activity in museums. The project will develop a new genre of "intelligent" interactive science exhibits that combine proven intelligent tutoring system approaches with camera-based vision sensing to add a new layer to hands-on museum exhibits. This intelligent layer provides personalized interactive feedback to museum visitors while they experiment with physical objects in the real world. The project is a collaborative effort led by the Human Computer Interaction Institute at Carnegie Mellon University in partnership with the University of Pittsburgh Learning Research and Development Center, Children's Museum of Pittsburgh, and Carnegie Science Center. It is supported by the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings, as a part of its overall strategy to enhance learning in informal environments.

The project will research whether and how learning principles and adaptive, computer-based technologies that are effective in formal school learning be made effective in an informal museum experience with hands-on activities to enhance the learning and engagement of children and parents. The system will use intelligent camera sensing that tracks and notices children's interaction in physical and virtual spaces and provides adaptive personalized feedback via the help of an engaging character. It guides the children as well as the parents to engage in productive dialogue, helping shape a better parent-child interaction. To investigate this, the project will further develop an innovative mixed-reality system and smart adaptive system that gives personalized feedback to visitors based on their actions, guiding them to understand the world around them like a scientist. The project will gather data on learner behaviors in mixed-reality experiences in informal settings to inform how to better design intelligent science exhibits and derive patterns to support key outcomes, including learning, engagement, collaboration, and productive dialogue. The project will also research the application of these design patterns across different science content areas.
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TEAM MEMBERS: Ken Koedinger Scott Hudson Kevin Crowley Nesra Yannier
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 project Media and Technology
The connections between technology applications of all sorts and human users that are ubiquitous in informal learning and assume a great deal about how the technology is used and how learning takes place. Much of the research in this area has been focused on game design and interaction. This project will examine this interaction involving the use of gestures that represent how individuals work with systems and large data sets that represent complex systems like the oceans, to understand how basic elements of a project with a 3-D type of design might enhance the user experience and increase the utility and learning that takes place by understanding the cognitive elements of these game like interactions in specific STEM related settings like museums.

This exploratory pathways project will investigate the use of interactive, gesture-enabled, multi-touch spheres for teaching about ocean systems in science centers and museums. The gesture-enabled aspect of the project will improve on interactive table-top installations which can frustrate users who use unexpected gestures and receive no response leading to brief interaction and abandonment without significant interaction or learning. The project will investigate ways in which unsupported gestures would still produce a system response which would encourage the user to remain at the installation and continue to investigate. The effect of multiple gestures will be supported by using natural mappings between gestures and interactions with the on-sphere data.

The project investigates theories of embodied cognition that support the notion that by engaging with global-scale datasets on a spherical display more effectively models the earth in a non-distorted manner and therefore will be more natural and allow users to develop a more accurate conceptual model of how data relates to itself and the globe. In this way, the project shares some aspects of understanding about learning through game play. The sphere will not be a fully developed game but will share characteristics of game play.

This project 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. 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.
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TEAM MEMBERS: Katie Stofer Lisa Anthony Peter Chang Alice Darrow Annie Luc Hannah Neff Alex Popeil Carrie Schuman Nikita Soni Betty Dunckel John Baek Bilge Mutlu Amanda Morales Jeremy Alexandre Brittani Kirkland
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 research Media and Technology
In this chapter we present the ways in which institutional cultural differences impact the development and implementation of learning activities in informal settings. Five university-based centers for the study of chemistry worked with informal learning professionals to re-envision educational and public outreach activities about science. The projects were part of a broader effort to catalyze new thinking and innovation in informal education and chemistry centers. The set of projects illustrates the broad possibilities for informal learning settings, with projects targeting diverse audiences
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resource research Media and Technology
This EAGER project sought to generate early knowledge for the museum field about the capabilities and limitations of an Indoor Positioning System to: 1) automate the collection of visitor movement data for museum research, and 2) enable location-aware applications designed to support museum visitor learning. Working with Qualcomm, Inc., the Exploratorium installed and experimented with an early prototype of a whole-museum, WiFi-based IPS that acquired and processed timestamped location data (latitude/longitude) from mobile test devices, similar to cell phones. The project 1) defined IPS ground
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TEAM MEMBERS: Joyce Ma Josh Gutwill William Meyer Claire Pillsbury Douglas Thistlewolf
resource project Public Programs
The Wild Center will partner with Adirondack Museum, Cornell’s Maple Program, and New York State/Northeastern New York Maple Producers Associations to build regional identity, revitalize a heritage industry, and connect people to nature through the art, story, history, and science of maple sugaring. The Northern New York Maple Project will create interpretative exhibits with ecological, historical, and economic information. The museum will develop an instructional maple sugaring video; a touch-screen story kiosk that lets visitors share stories through the exhibit and social media; a storytelling workshop for staff, project partners, and maple producers; community events and conferences; a school education program; community sugaring workshops; and educational materials, website, social media, and outreach to industry, food enthusiasts, and the business community. Regular planning meetings on goals and deliverables will track results and an outside consultant will evaluate the overall success of the project.
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resource research Public Programs
Luckily enough, more democracy is always called for. Even in countries that can truly be described as democratic. And democracy (which is a constant reference in these pages) is increasingly related to knowledge, be it about whether growing GMOs, starting nuclear energy production or allowing the choice of a child’s gender through IVF techniques. The need to make democratic decisions on controversial issues, which increasingly imply scientific and technological knowledge, comes from the bottom, as citizens voice – sometimes even vehemently – the desire to express themselves.
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TEAM MEMBERS: Paola Rodari
resource research Public Programs
The educational function of science museums was born with the first naturalistic collections ever, flourished in 16th-century Italy. The pedagogic thought and the educational experimentations carried out in approximately five century of history have allowed the educational mission of museums to acquire many different facets, drawing a task having an increasingly higher and complex social value. Recent publications explore these new meanings of an old role.
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TEAM MEMBERS: Paola Rodari