Interactive technologies are employed in museums to enhance the visitors' experience and help them learn in more authentic ways. Great amounts of time and money and many man-hours of hard work have been spent. But do such systems indeed achieve their goals? Do they contribute to a greater user experience (UX) and learning effectiveness? In this paper we describe the use of the "Walls of Nicosia" a 3D multi-touch table installed at the Leventis Municipal Museum in Nicosia, Cyprus. Two groups of students actively participated in this empirical study (they attended the 5th year class at
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Panagiotis ZahariasDespina MichaelYiorgos Chrysanthou
The article focuses on the creation and development of an interactive science museum by middle level students as part of informal science education in the U.S. The said project which primarily targets fifth-grade students aimed at maximizing the active engagement of a learner during his or her experience. It also promotes the minimization of lecture-laden instruction while maximizing an experience-based learning system. The project which is adopted in the late part of 2006 help students to review and synthesize information, collaborate with peers, and specialize science topics.
This research examined the nature of parent–child conversations at an informal science education center housed in an active gravitational-wave observatory. Each of 20 parent–child dyads explored an interactive exhibit hall privately, without the distraction of other visitors. Parents employed a variety of strategies to support their children's understanding of unfamiliar topics, including describing evidence, giving direction, providing explanation, making connections, and eliciting predictions. Parents' education was associated with both the amount of time dyads spent exploring exhibits and
The current political and social backdrop in China that is characterized by rapid educational reforms to the K-12 education system, rapid growth in the number of science museum institutions, and Central Government policy which encourages collaboration between museums and school has the potential to be fertile ground for meaningful engagement between museums and schools. Notwithstanding, the Chinese K-12 education system generally does not utilize museum resources to support the curriculum, as is common in Western countries. This hermeneutic phenomenographic study elucidates the current Chinese
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Changyun KangDavid AndersonXinchun Wu
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
In this article, Nathalie Caplet, from Cap Sciences in Bordeaux, France, outlines how French and European museums in general cater to young audiences in exhibitions while otherwise targeting the general public. Caplet provides examples of how institutions engage children using old or more innovative techniques.
Painting with Natural Selection is an interactive installation that uses evolution and scientific experimentation to create an artistic experience. Painting is the second phase of a larger art and science project that explores the relationship between evolution and reproduction. Phase I was building custom software that simulates virtual organisms growing, reproducing and evolving - Evorepro. Evorepro was funded by a Science Education Partnership Award led by Dr. John A. Pollock at Duquesne University. Painting was funded by a Spark Award from the Sprout Fund. In Painting, kids influence the evolution of simulated bacteria by changing their virtual environment. The experience allows kids to get creative right away as they develop an intuitive understanding of the ebb and flow of evolutionary processes. The virtual organisms respond and evolve in real-time creating a visceral connection between the individual and their impact in the virtual world that leads to an awareness of our footprint in our real world and wonder at life's adaptability.
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Carnegie-Mellon UniversityJoana Ricou
In April 2001, the Museum of Science in Boston launched the Current Science & Technology Center, an effort to address leading edge research for school and public audiences and to provide depth and context for science and technology stories in the news within a museum context and through various outreach methods. The Museum of Science (MOS), in collaboration with the Institute for Learning Innovation (Institute), has initiated a multi-year evaluation effort designed to support the Current Science & Technology Center and its Health Science Education Partnership through (1) the monitoring and
This report was completed by the Program Evaluation Research Group at Endicott College in October 2013. It describes the outcomes and impacts of a four-year, NSF-funded project called Go Botany: Integrated Tools to Advance Botanical Learning (grant number 0840186). Go Botany focuses on fostering increased interest in and knowledge of botany among youth and adults in New England. This was being done through the creation of an online flora for the region, along with the development of related tools, including PlantShare, and a user-friendly interface for ‘smartphones’. In January 2012, the PI
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Judah LeblangNew England Wild Flower Society
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.
This initiative is a collaboration of the University of Massachusetts Amherst, the EcoTarium science museum in Worcester, MA, other scientists and teachers at Clark University in Massachusetts and at Loyola Marymount University in Los Angeles, along with six other museums in New England and California. The project seeks to develop and study a model that would integrate the science research on urban systems into science museum exhibits and programs, starting in this phase in a new "City Science" exhibit space at the EcoTarium. The goal is to learn how to assist citizens in decision-making and shaping a sustainable future for their communities. The work builds on the NSF/SBS-funded Urban Long-term Research Area Exploratory (ULTRA-Ex) network, one of a set of awards by NSF/SBS and NSF/BIO in the area of urban ecology. The exhibit (with four sections: neighborhood design; land use and land cover; urban biodiversity; urban heat island effect) will include activities related to "alternative futures" of cities, will be designed to be updated as new results from this research are produced and also to allow for visitors to respond to survey questions about their city environment that will be used by the researchers. Deliverables will also include an integration of the prototype exhibits with an NSF-funded K-12 urban ecology curriculum (co-PI from Loyola Marymount University), which has already been done with nature centers and would now expand into science museums. The significance of this work includes the growing importance of new research on human/ecology interaction in cities coupled with applications of this research to Public Participation in Science Research (PPSR) and local decisions and choices. It is driven by the future vision of the cities in which the target audience(s) is located. The work in Worcester will focus on reaching underserved audiences, which characterizes much of the city of Worcester, and will include partnerships with local schools and community groups.
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TEAM MEMBERS:
Robert RyanEric StraussColin PolskyAlexander GoldowskyPaige WarrenBetsy Loring
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.