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resource project Exhibitions
This Pathways project focuses on research that explores diverse family visitors' engagement with and thinking about science as they experience exhibits at the Museum of Science, Boston. The research team will work closely with museum staff on the implementation of three studies during which they will systematically investigate the arc of visitors' engagement (cognitive, emotional, and physical) as the visitors experience a range of exhibits. The team will also describe how visitors' engagement relates to their thinking about science concepts. The project team uses a mix of data collection and analysis methods, including self-report measures and physiological data along with the tracking of visitor behavior to understand and articulate engagement, along with information on learners' thinking about scientific concepts and demographic information. This project will advance the ISE field by offering findings about engagement that account for the applied and complex nature of the museum setting. The research team will be able to help the ISE field move forward in terms of building theoretical understanding about engagement and offering potential lines of inquiry for future research. The results can also be used to inform exhibit and programmatic design as well as how family learning in museums is evaluated.
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TEAM MEMBERS: Gabrielle Rappolt-Schlictmann Christine Reich Samantha Daley
resource project Media and Technology
This project is making novel use of familiar technology (smartphones and tablets) to address the immediate and pressing challenge of affordable, ongoing, large-scale museum evaluation, while encouraging museum visitors to engage deeply with museum content. Using a smartphone app, museum visitors pose questions to a 'virtual scientist' called Dr. Discovery (Dr. D). Dr. D provides answers and the chance to complete fun mini-challenges. The questions visitors ask are gathered in a large database. An analytics system analyzes these data and a password-protected website provides continuous, accessible evaluation data to museum staff, helping them make just-in-time tweaks (or longer term changes) to exhibit-related content (such as multimedia, lecture topics, docent training, experience carts, etc.) as current events and visitors' needs and interests change. The intellectual merit of this project is that it is building evaluation capacity among informal educators, advancing the fields of visitor studies, museum evaluation, informal science learning, and situated engagement, and is contributing to the development of novel evaluation techniques in museums. This project has many broader impacts: The Ask Dr. Discovery system is available to any venue that wishes to use or adapt it to their context. By enhancing the visitor experience and improving museum access to data for evaluation and data-driven decision making across the country, Ask Dr. Discovery has both a direct and indirect impact on museums and visitors of all types. This project is also training the next generation of STEM and education innovators by employing a diverse team of undergraduate students.
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TEAM MEMBERS: Judd Bowman Catherine Bowman Brian Nelson
resource research Public Programs
A comparison of survey data from 2000 and 2009 supports findings that the California Science Center in Los Angeles provides opportunities for public engagement in science that may not be supported by other education resources. Survey evidence correlates the community’s use of the science center with improvements in science engagement and science literacy.
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TEAM MEMBERS: Clea Matson
resource research Public Programs
This 2006 paper reviews the ways in which structured informal learning programs for youth have been characterized in the research literature. The paper synthesizes opportunities for and challenges to research in this domain; it categorizes programs and gives concrete examples of various program types. A proposed Vygotskian research framework is organized around key dimensions of the informal learning context, including location, relationships, content, pedagogy, and assessment.
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TEAM MEMBERS: Bronwyn Bevan
resource research Exhibitions
This article makes a case for providing multiple types of hands-on resources to support learner inquiry. More specifically, a computer simulation of an electric circuit complemented work with a real circuit to support learners’ conceptual development. When learners had the opportunity to use both simulated and real circuits, less structured guidance seemed to benefit the inquiry process.
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TEAM MEMBERS: Clea Matson
resource research Public Programs
Briseño-Garzón analyzed interviews with 20 families after they visited Universum Museo de las Ciencias. She concluded that the benefits of visiting a science museum are “much more than science,” including spending quality time together as a family, interacting with others, learning about local culture and history, learning from each other, and, of course, learning science.
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TEAM MEMBERS: Kerri Wingert
resource research Exhibitions
Achiam presents a template for improving the exhibit design process to ensure that the visitor experience matches the designer’s intended learning outcomes. The template is based on praxeology—a model of human activity that, in the case of museum engagement, addresses the ways in which visitors know what to do with an exhibit and then come to understand the scientific phenomena the exhibit was designed to demonstrate.
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TEAM MEMBERS: Heather King
resource research Public Programs
This study examined the ways in which teachers’ beliefs influence their practice when taking students to visit a science and technology museum. The researchers interviewed 14 primary and secondary school teachers before and after their museum visit, which was also observed. They found a clear relationship between teachers’ beliefs about the value of informal, museum-based learning and their goals and actions before, during, and after the visit.
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TEAM MEMBERS: Heather King
resource research Exhibitions
Objects define museums: The collection, maintenance, and display of objects are the central functions of museum practice. But does it matter whether the objects on display are authentic? Investigators Hampp and Schwan's findings suggest that visitors learn as much from non-authentic objects as from authentic ones, but that aspects of authenticity shape visitors’ emotional experiences of museum objects.
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TEAM MEMBERS: Heather King
resource research Exhibitions
The Exhibit Designs for Girls' Engagement (EDGE) PI poster provides the background for the research, the research questions, the steps we are taking to answer those questions, our audience and deliverables, and the challenges we've faced in the first year.
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TEAM MEMBERS: Exploratorium Toni Dancstep Veronica Garcia-Luis
resource evaluation Media and Technology
WGBH received funding to develop and create NOVA Labs, an online environment that provides teen audiences with an online research lab, educational content, and the opportunity to engage with authentic data, tools, and processes to investigate scientific questions. This work has begun with the development of a first pilot lab, called The Sun Lab. NOVA Education created and launched this lab in early summer 2012. Examining the site in its pilot form, the Lifelong Learning Group (LLG) engaged in a formative evaluation to support refinements and improvements in the design of subsequent NOVA Lab
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TEAM MEMBERS: NOVA Brooke Havlik Jessica Sickler
resource evaluation Media and Technology
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed for use by educators, students, and teens to engage learners with authentic data, processes, and tools of working scientists. The present evaluation study sought to investigate the outcomes achieved by users of the third NOVA Labs platform developed: Cloud Lab. The intended outcomes identified for student users were that they would: • Be able to successfully work with the real data provided in the Cloud Lab; • Demonstrate ability to interpret and use scientific data and tools; • Engage with real scientific data through the
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