What information are virtual visitors looking for on museum Web sites? This paper is a first step in a larger investigation into the informational value of museum Web sites. Scholars, teachers, students, museums staff, and museum visitors are the main categories of visitors examined in this study. Questions were asked of these museum audiences about their use of museum Web sites, museum databases, and other aspects of virtual visits.
This article reports on a study which used results from 119 scenario–based evaluations of 36 museum Web sites to develop a conceptual framework for analyzing the usability flaws of museum Web sites. It identifies 15 unique dimensions, grouped into five categories, that exemplify usability problems common to many museum Web sites. Each dimension is discussed in detail, and typical examples are provided, based on actual usability flaws observed during the evaluations. The availability of this conceptual framework will help the designers of museum Web sites improve the overall usability of museum
This poster presented at the 2014 AISL PI Meeting describes a project that uses out-of-home (OHM) media to improve the public understanding of science. It features multimedia installations located in public spaces such as Boston's T.
Following on the outcomes of an NSF-funded conference to this project's principal investigator, a team of educators, scientists, and communication experts from the University of Massachusetts Lowell, University of Massachusetts Boston, Hofstra University, the Boston Museum of Science and other professionals is implementing a full-scale development project to investigate the impact of an Out-of-Home Multi-Media (OHMM) exhibit on adults riding Boston's subway system (the "T"). The project's goal is to design, implement, and study the efficacy of an OHMM model for free-choice science learning about our changing climate. A rotating exhibit of twelve specially designed placards, posters, as well as virtual, web-based learning resources linked to the exhibit content will potentially engage over 420,000 adult riders per day along two of the T's four lines. Wireless access throughout light rail systems and the rise of smart phones represent a confluence of factors making an innovative form of engagement possible. The work is positioned to test this new model for informal science education and potentially could be expanded in Boston and into other cities around the country.
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It discusses the second season of SciGirls, a multimedia project designed to encourage and empower more girls to pursue careers in STEM.
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Twin Cities Public TelevisionRita Karl
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It highlights the goals, audience, outcomes, and lessons learned for a pathways project to develop a model for producing scientific news reports in a variety of media formats on a range of topics of keen interest to rural and Native American communities in Montana. Cultural differences and geographic isolation influence opportunities to provide STEM content to these communities, yet these communities are facing perplexing decisions about exploitation of their environmental resources. The poster highlights the successes of
This poster from 2014 AISL PI Meeting describes a project that studies how 3-D visualizations can most effectively be used to improve public understanding of freshwater lake ecosystems and earth science processes.
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University of California, DavisGeoff Schladow
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes the first year partnership to design and implement a social networking platform and digital badges with two science center programs.
This poster highlights the learning outcomes and research questions of the Advancing Informal STEM Learning Through Scientific Alternate Reality Games project. It was presented at the 2014 AISL PI Meeting.
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Brigham Young UniversityDerek HansenKari Kraus
This poster from the 2014 AISL PI Meeting summarizes the work done in the first year of a two-year project looking at using an indoor positioning system to (1) automate the collection of timing and tracking data for visitor research and (2) enable location-aware applications that enhance the visitor experience inside a museum.
This paper provides a brief overview of the ideas and principles underlying the connected learning movement, highlighting examples of how libraries are boosting 21st-century learning and promoting community development by partnering with a range of organisations and individuals to incorporate connected opportunities into their programmes. The connected learning movement supports interest-driven, peer-supported, and academically oriented learning for youth by promoting the core values of equity, participation, and social connection. By connecting formal and informal learning organisations with
This research explores how to support collaborative learning practices when science museum visitors employ their own personal mobile devices as Opportunistic User Interfaces (O-UIs) to manipulate a simulation-based museum exhibit. The sophisticated graphical capabilities of modern mobile devices have the potential to distract visitors, a phenomenon known as the heads-down effect. To study the impact of O-UI design on collaboration, a highly-dynamic "complex" O-UI was contrasted against more simplistic, "remote-control" OUI design, in the context of a cancer-treatment simulation. As expected