Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
DATE:
TEAM MEMBERS:
Eric KlopferJudy PerryKurt SquireMing-Fong JanConstance Steinkuehler
Research suggests that parents are effective at scaffolding their children's learning to help them become self-regulated problem solvers. Yet little is known about parents' effectiveness at assisting their children with problems that parents find unfamiliar and, thus, do not have at hand either the solution or strategies that a novice child could profitably implement. In this study, 20 dyads of parents and their preadolescent children spent 45 min solving a scientific reasoning problem that entailed generating and interpreting a series of experimental trials to understand the causal structure
This is a summary of results and evaluations of the first citizen science project awarded by the National Science Foundation to the Cornell Lab of Ornithology in 1992 (before the term "citizen science" was used to define public participation in scientific research and before the Internet or even computers were in widespread use). The report lists several publications and evaluation reports, none of which are available electronically as of April, 2014. For more information about these reports and the data they contain please contact Rick Bonney (RickBonney@cornell.edu).
DATE:
TEAM MEMBERS:
Cornell Lab of OrnithologyRick Bonney
In this paper, we introduce the Exploratory Behavior Scale (EBS), a quantitative measure of young children's interactivity. More specifically, the EBS is developed from the psychological literature on exploration and play and measures the extent to which preschoolers explore their physical environment. A practical application of the EBS in a science museum is given. The described study was directed at optimizing parent guidance to improve preschoolers' exploration of exhibits in science center NEMO. In Experiment 1, we investigated which adult coaching style resulted in the highest level of
The theory of evolution by natural selection has revolutionized the biological sciences yet remains confusing and controversial to the public at large. This study explored how a particular segment of the public - visitors to a natural history museum - reason about evolution in the context of an interactive cladogram, or evolutionary tree. The participants were 49 children aged four to twelve and one accompanying parent. Together, they completed five activities using a touch-screen display of the phylogenetic relations among the 19 orders of mammals. Across activities, participants revealed
This research proposed a revised theory of how collective environmental identity is associated with engagement with the advancement of pro‐environmental behaviors. The research comprised three activities that examined the experiences of three groups of people who claim zoo visiting as an important part of their life‐story: conservation biologists who describe zoo experiences as having significant formative role in their childhood development of environmental values; parents who prioritize zoo visits as an important cultural experiences for their children; and active zoo volunteers. This
DATE:
TEAM MEMBERS:
Wildlife Conservation SocietyJohn Fraser
This full-scale project addresses the need for more youth, especially girls, to pursue an interest in engineering and eventually fill a critical workforce need. The project leverages museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities. The project includes the following bilingual deliverables: (1) Creative Solutions programming will engage girls in group oriented engineering activities at partner community-based organizations, where the activities highlight altruistic, personally relevant, and social aspects of engineering. Existing community groups will use the activities in their regular meeting structure. Visits to the museum exhibits, titled Design Your World will reinforce messages; (2) Design Your World Exhibits will serve as a community hub at two ISE institutions (Oregon Museum of Science and Industry and the Hatfield Marine Science Center). They will leverage existing NSF-funded Engineer It! (DRL-9803989) exhibits redesigned to attract, engage, and mobilize a more diverse population by showcasing altruistic, personally relevant, and social aspects of engineering; (3) Digital engagement through targeted use of social media will complement program and exhibit content and be an online portal for groups engaged in the project; (4) A community action group (CAG) will provide professional development opportunities to stakeholders interested in girls' STEM identity (e.g. parents, STEM-based business professionals) to promote effective engineering messaging throughout the community and engage them in supporting project participants; and (5) Longitudinal research will explore how girls construct and negotiate engineering-related identities through discourse across the project activities and over time.
The National Federation of the Blind (NFB), with six science centers across the U.S., will develop, implement, and evaluate the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through partnerships and companion research, the NCBYS will lead to greater capacity to engage the blind in informal STEM learning. The NCBYS confronts a critical area of need in STEM education, and a priority for the AISL program: the underrepresentation of people with disabilities in STEM. Educators are often unaware of methods to deliver STEM concepts to blind students, and students do not have the experience with which to advocate for accommodations. Many parents of blind students are ill-equipped to provide support or request accessible STEM adaptations. The NCBYS will expose blind youth to non-visual methods that facilitate their involvement in STEM; introduce science centers to additional non-visual methods that facilitate the involvement of the blind in their exhibits; educate parents as to their students' ability to be independent both inside and outside the STEM classroom; provide preservice teachers of blind students with hands-on experience with blind students in STEM; and conduct research to inform a field that is lacking in published material. The NCBYS will a) conduct six regional, two-day science programs for a total of 180 blind youth, one day taking place at a local science center; b) conduct concurrent onsite parent training sessions; c) incorporate preservice teachers of blind students in hands-on activities; and d) perform separate, week-long, advanced-study residential programs for 60 blind high school juniors and seniors focused on the design process and preparation for post-secondary STEM education. The NCBYS will advance knowledge and understanding in informal settings, particularly as they pertain to the underrepresented disability demographic; but it is also expected that benefits realized from the program will translate to formal arenas. The proposed team represents the varied fields that the project seeks to inform, and holds expertise in blindness education, STEM education, museum education, parent outreach, teacher training, disability research, and project management. The initiative is a unique opportunity for science centers and the disability population to collaborate for mutual benefit, with lasting implications in informal STEM delivery, parent engagement, and teacher training. It is also an innovative approach to inspiring problem-solving skills in blind high school students through the design process. A panel of experts in various STEM fields will inform content development. NCBYS advances the discovery and understanding of STEM learning for blind students by integrating significant research alongside interactive programs. The audience includes students and those responsible for delivering STEM content and educational services to blind students. For students, the program will demonstrate their ability to interface with science center activities. Students will also gain mentoring experience through activities paired with younger blind students. Parents and teachers of blind students, as well as science center personnel, will gain understanding in the experiences of the blind in STEM, and steps to facilitate their complete involvement. Older students will pursue design inquiries into STEM at a more advanced level, processes that would be explored in post-secondary pursuits. By engaging these groups, the NCBYS will build infrastructure in the informal and formal arenas. Society benefits from the inclusion of new scientific minds, resulting in a diverse workforce. The possibility for advanced study and eventual employment for blind students also reduces the possibility that they would be dependent upon society for daily care in the future. The results of the proposed project will be disseminated and published broadly through Web sites; e-mail lists; social media; student-developed e-portfolios of the design program; an audio-described video; and presentations at workshops for STEM educators, teachers of blind students, blind consumer groups, researchers in disability education, and museum personnel.
Backyard Mystery is an NSF-funded curriculum, focused on diseases, pathogens and careers, using interactive paper and physical activities. Content is for middle school participants in afterschool settings, like 4-H and other similar venues. The curriculum engages student interest in genetics and genomics and in the bioSTEM workforce. The curriculum storyline is placed in a familiar setting to students--the backyard--and explores fungi, bacteria, viruses and parasites in a way that is engaging fun and informative. It can be tailored to specific audiences, e.g. participants interested in animal science will gain from focusing on the parasite panel. The curriculum is available in two forms: a combined lesson that brings all of the elements together in one session and another in which the content is broken out into three separate lessons. We would like to share this curriculum with facilitators and educators for both out-of-school time and classroom settings. It is available electronically and free to use. We only ask for users to complete a brief survey to give us feedback, which is helpful for NSF.
This paper presents the methodology and findings of the formative and summative evaluation of the "Kongo Ranger Station" interactive interpretive displayed located in the new "Africa Rain Forest" exhibit at the Metro Washington Park Zoo. This display focuses on conservation, natural history and cultural issues in West and Central Africa.
In this article, Linda Snow Dockser, evaluator at the Please Touch Museum for Children, discusses research methods and findings from an evaluation of its "Play: Past, Present, and Future" exhibit. Researchers evaluated how the exhibit theme was interpreted and personalized by the audience and the extent to which the exhibit encouraged adult/child interaction.
Twin Cities Public Television will produce six new episodes for the Dragonfly TV GPS (Going Places in Science) series in order to inform a mass audience of children, adults and educators about the revolutionary advances taking place in nanoscience and nanotechnology. The new programs will shine the DragonflyTV GPS spotlight on the network of science museums in the NISE Network, showcasing the new nanoscience programs and exhibits that are currently being developed. DragonflyTV, a weekly science television series targeted at children ages 8-12, presents children engaged in inquiry-based investigations, on-location in science centers across America. Each investigation will demonstrate the direct connection between learning experiences in science centers and the application of those lessons in everyday life. Each Nanoworld episode will apply the Dragonfly "Real Kids . . . Real Science" model, communicating both the scientific process and basic concepts in nanoscience. The DragonflyTV GPS will involve collaboration with the NISE Network, led by the Museum of Science in Boston, the Exploratorium, and the Science Museum of Minnesota. The episodes will be distributed by PBS Plus. Ancillary products will include an Educator's Guide, a Nanoworld poster, and a website featured on pbskids.org/go. Multimedia Research and will conduct formative and summative evaluations of the television production. Inverness Research will evaluate the collaborative process between TPT and the museum partners, and identify specific lessons learned by each group.