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resource research Exhibitions
In this paper, Elena Pol and Mikel Asensio of the Universidad Autonoma de Madrid discuss their research about how visitors perceive different kinds of artistic representations and which elements they interpret from masterpieces. The authors provide an overview of their work in this area, including three studies about artistic style.
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TEAM MEMBERS: Elena Pol Mikel Asensio
resource project Media and Technology
Marshall Barnes was chosen by Larry Bock, founder of the USA Science and Engineering Festival as a late addition to the USASEF after viewing Marshall's impressive SuperScience for High School Physics activities for National Lab Day and his emphasis on advanced concept science and technologies. Marshall was given free booth space to set-up an exhibit that featured what is now being called "STEAM" or Science, Technology, Engineering, Art, Math and was fairly interactive. Marshall's booth emphasized his actual research that the visitors could take part in or analyze themselves. He had a VCR, TV, CD player, MacBookPro laptop and his own invention - the Visual Reduction Window. There were four elements to the exhibit. There was a TV monitor that showed a scene from a movie that you could view with 3D glasses for TV that Marshall invented that work even with one eye closed. At different times that same monitor would feature footage from an experiment that Marshall conducted to produce one of Nikola Tesla's ideas that Tesla never accomplished - a wall of light. This same footage could be analyzed by the visitors - frame by frame, on the Mac computer to see exactly how the principle of resonance produced the wall of light from the build-up of reflections off a physical wall created by strobe lights. Visitors could also listen to hyperdimensional music that Marshall produced that takes any kind of music to a new listening experience. Based on the concept that music is a coded language with cues and instructions that are cognitively recognizable when translated, Marshall invented techniques and technologies that allow such translations and brought examples for visitors to listen to. They included an upcoming radio show theme and the soundtrack to a documentary on the reality behind Fox TV's FRINGE. The music featured song elements that move around between the speakers and make you feel like the music is alive. The most dramatic of all was the Visual Reduction Window, again invented by Marshall, that made kids look transparent and at times, almost completely invisible. Based on his famous research into invisibility, which is documented at the Santa Maria Experiment exhibit in the Santa Maria Education Visitor's Center in Columbus, Ohio, the effect of real life transparency is stunning and Marshall, the world's leading expert on invisibility research was able to describe the physics behind what he was doing and its applications in the real world. His approach to invisibility is superior to those methods pursued by Duke University and others, trying to do the same with metamaterials, and is based on a completely different model of invisibility that he calls, Visual Density Reduction or VDR. Using VDR techniques, Marshall can make attack helicopters, small gun boats, tanks and many other things invisible, which is why he doesn't reveal the current level of his research, due to National Security reasons. Overall, the exhibit was a wild success and serves as a model for a traveling exhibit for informal science at malls, fairs, science centers, and other festivals.
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TEAM MEMBERS: Marhsall Barnes
resource project Public Programs
The youth-based ITEST proposal, Invention, Design, Engineering and Art Cooperative (IDEA), will provide 100 students in grades 8-12 from the East Side of St. Paul, Minnesota with IT experiences in engineering and design. The content focus is mechanical and electrical engineering, such as product design, electronics, and robotics with an emphasis on 21st century job skills, including skills in advanced areas of microcontrollers, sensors, 3-D modeling software, and web software development for sharing iterative engineering product design ideas and maintaining progress on student product development. These technologies are practical and specific to careers in engineering and standards for technological literacy. During the three-year project period, a scaffolding process will be used to move students from exploratory activities in Design Teams in the 8th and 9th grades to paid employment experiences in grades 10-12 as part of Invention Crews. All design and product invention work will be directly connected to solving problems for local communities, including families and local businesses. For grades 8 and 9, students will receive 170 total contact hours per year and for grades 10-12, 280 contact hours per year. The participant target goal is 75% participation by girls, and African-American and Latino youth. Students participating in this project are situated within the country's most diverse urban districts with students speaking more than 103 languages and dialects. The schools targeted by this project average 84% of students receiving free or reduced price lunches, and have a population with 81% falling below proficiency in the Grade 8/11 Math MCA-II Test. To achieve the project goals of recruiting underrepresented students, and supporting academic transitions from middle and high school to college and university, the project team aggregated an impressive group of project partners that include schools, colleges, universities, and highly experienced youth and community groups, technology businesses that will provide mentoring of students and extensive involvement by parent and family services. Every partner committed to the project has a longstanding and abiding commitment to serving students from economically challenged areas.
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TEAM MEMBERS: Anika Ward Kristen Murray Rachel Gates David Gundale
resource evaluation Public Programs
Front-end and formative evaluation of the Science Museum of Minnesota'€™s Invention, Design, Engineering, and Art (IDEA) Cooperative youth development program was carried out from June 2008 - May 2009. The front-end and formative evaluation activities were guided by four overarching questions. 1. To what extent are youth able to apply IT and engineering process skills to design challenges? Can they come up with multiple solutions to challenges? Are they persistent problem solvers? 2. To what extent does the program provide youth with the necessary resources to help youth prepare for both
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TEAM MEMBERS: Amy Grack Nelson Melissa Fitzenberger Kathleen Miller Claire Phillippe
resource evaluation Public Programs
All youth in the Science Museum of Minnesota's Kitty Andersen Youth Science Center (KAYSC) are invited to complete a web-based exit survey upon leaving their current team. The survey is the same across all KAYSC teams, with the addition of some questions specific to a team experience and outcomes. This report includes select data from the exit surveys for the Invention, Design, Engineering, and Art (IDEA) Cooperative high school team, called the Invention Crew. The purpose of the exit surveys were to understand youth's overall experience on the IDEA Coop as well as the impact of the IDEA Coop
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TEAM MEMBERS: Amy Grack Nelson Gayra Ostgaard
resource evaluation Public Programs
All youth in the Science Museum of Minnesota's Kitty Andersen Youth Science Center (KAYSC) are invited to complete a web-based exit survey upon leaving their current team. The survey is the same across all KAYSC teams, with the addition of some questions specific to a team’s experience and outcomes. This report includes select data from the exit surveys for the Invention, Design, Engineering, and Art (IDEA) Cooperative middle school team, called the Design Team. The purpose of the exit surveys were to understand youth's overall experience on the IDEA Coop as well as the impact of the IDEA
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TEAM MEMBERS: Amy Grack Nelson Gayra Ostgaard
resource research Theater Programs
Presentation on NSF grant DRL-1114568 (""Fusion Science Theater National Training and Dissemination Program"") presented at the CAISE Convening on Professional Development and Informal Science Education, February 2nd, 2012.
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TEAM MEMBERS: Holly Walter Kerby
resource research Games, Simulations, and Interactives
Dorion’s research, exploring the use of drama in science teaching, puts forth the concept of mime and role-play to help students to explore abstract scientific models. In addition, drama may support visualization of complex models. Drama can also change the dynamics within classroom talk and support a sense of community amongst students fostered by collaboration, social interaction, and fun.
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TEAM MEMBERS: Heather King
resource evaluation Museum and Science Center Programs
Star Wars: Where Science Meets Imagination is a National Science Foundation funded project which developed a national traveling exhibition on science and technology themes depicted in the Star Wars movies. The Museum of Science, Boston (MOS) developed the exhibition in collaboration with Lucasfilm Ltd. and Science Museum Exhibit Collaborative (SMEC). The exhibition will travel to members of the SMEC in Los Angeles, Portland, Fort Worth, St. Paul, Columbus, Philadelphia, and Boston. Other venues will display the exhibition after the Collaborative tour. Tisdal Consulting was contracted to
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TEAM MEMBERS: Carey Tisdal Museum of Science
resource evaluation Public Programs
The Corcoran Gallery of Art (the Corcoran) contracted with RK&A to conduct a formative evaluation of its new program initiative, Arts 101. Arts 101 is a partnership among the Corcoran, the Corcoran College of Art, District of Columbia Public Schools (DCPS) and District of Columbia Public Charter Schools (DCPCS) that ignites the power of art to build middle students' capacity to think and act creatively in their lives, their learning, and their community. How did we approach this study? The formative evaluation was the cornerstone of a planning and evaluation project, where the goals were to
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TEAM MEMBERS: Randi Korn & Associates, Inc. Corcoran Gallery of Art
resource evaluation Public Programs
The Solomon R. Guggenheim Museum contracted RK&A for the 2006-2010 study The Art of Problem Solving (APS). The APS study was the second of two studies funded by the U.S. Department of Education's Arts in Education Model Development and Dissemination (AEMDD) grant (the former being the 2003-2005 study Teaching Literacy Through Art) that examined the Guggenheim's long-standing teaching artist in residency program Learning Through Art (LTA). The APS study was designed specifically to determine the effectiveness of the LTA program in teaching problem-solving skills. The APS study measured both
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TEAM MEMBERS: Randi Korn & Associates, Inc. Solomon R. Guggenheim Museum
resource evaluation Public Programs
In summary, this Planning Grant has demonstrated that the Fusion Science Theater mode successfully uses the dramatic structure of a play to create an investigative, participatory theater event that conveys science information, concepts, and methodology in a way that is engaging to children and attractive to parents and educators. The model can be transferred to others both by teaching others to develop their own shows and by training undergraduates to perform FST shows that have already been created. Finally, significant achievements have occurred in publicizing the model and in recruiting
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TEAM MEMBERS: Joanne Cantor Madison Area Technical College