In this article, Annette Noschka-Roos discusses a study of a computer-supported information system (CIS) touch-screen interactive in the "New Energy Techniques" gallery at the Deutsches Museum. The objective of the study was to gather systematic data on how the medium is used by visitors. Noschka-Roos provides key findings from the study.
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TEAM MEMBERS:
Annette Noschka-RoosVisitor Studies Association
In this paper, researchers from the Smithsonian's Institutional Studies Office discuss a study of the "Ocean Planet" exhibition presented at the National Museum of Natural History (April 1995-April 1996). The purpose of this study was to measure the degree to which the exhibition's message was communicated to visitors and the extent to which the exhibition goals were realized.
In this paper, Kathryn Nelson of the University of Washington discusses her efforts to study visitor response to naturalistic exhibits. Nelson shares evaluation methods and findings of Northern Trail exhibit at the Woodland Park Zoological Gardens. The purpose of the study was to assess how well visitors responded to the exhibit's attractiveness, enjoyment potential, and animal well-being as well as evaluate whether visitors felt they learned facts or attitudes during their visit and their overall impressions of the exhibit.
In this article, Kristine Westerberg discusses the Shedd Aquarium's new initiative for audience research and development and shares some preliminary findings from their initial efforts.
In this article, Carol D. Saunders and H. Elizabeth Stuart Perry of the Brookfield Zoo provide findings from the summative evaluation of "The Swamp." This immersive wetlands exhibit was designed to encourage people to appreciate the benefits of ecosystems and features animals and plants of a cypress swamp and of an Illinois riverine wetland.
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TEAM MEMBERS:
Carol SaundersH. Elizabeth Stuart Perry
In this paper, we present the DeepTree exhibit, a multi-user, multi-touch interactive visualization of the Tree of Life. We developed DeepTree to facilitate collaborative learning of evolutionary concepts. We will describe an iterative process in which a team of computer scientists, learning scientists, biologists, and museum curators worked together throughout design, development, and evaluation. We present the importance of designing the interactions and the visualization hand-in-hand in order to facilitate active learning. The outcome of this process is a fractal-based tree layout that
In December 2008, the Monterey Bay Aquarium, in partnership with the New England Aquarium and the National Aquarium in Baltimore, hosted a summit of leaders from aquariums across North America and beyond. The intent was to empower aquarium professionals to elevate their collective focus on the relationship between climate change and the ocean, and to develop collaborative strategies for communicating climate change and inspiring solution-‐oriented actions among our institutions and audiences. The summit represented the birth of a community. The three‐day event succeeded in mobilizing 34
The Climate Interpretation Coalition is maturing beyond a set of discrete institutions to become a collective voice for communicating climate change and the ocean. As the three‐year funded NOAA program and the empowerment evaluation end, the question of how to build ongoing communities of support arises. The findings are based upon an interview‐based exploration of individuals who participated in the 2012 Baltimore summit and who represent a broad spectrum of engagement (highly engaged with creating the coalition through to limited engagement in a single summit). The interviews were nested
In August 2011, nine months prior to the theatrical premiere of Otter 501, Sea Studios Foundation launched the Otter 501 Facebook page in an effort to reach and engage audiences through social media. Initially, Sea Studios organized for Katie Pofahl, the film’s human star and narrator, to author posts and respond to visitor comments about the forthcoming film and related topics. Subsequently, with the theatrical premiere of Otter 501 in May 2012, viewers of the film then had an opportunity to watch the character Katie post updates and respond to comments on her “virtual” Facebook page
The authors provide an analysis of pairs of children interacting with a multi-touch tabletop exhibit designed to help museum visitors learn about evolution and the tree of life. The exhibit’s aim is to inspire visitors with a sense of wonder at life’s diversity while providing insight into key evolutionary concepts such as common descent. The authors find that children negotiate their interaction with the exhibit in a variety of ways including reactive, articulated, and contemplated exploration. These strategies in turn influence the ways in which children make meaning through their
Arizona State University (ASU) in collaboration with Arizona Science Center, Boeing, Intel, Microchip, Motorola, Salt River Project, AZ Foundation for Resource Education, AZ Game & Fish Department, US Partnership for the Decade of Education for Sustainable Development, Mesa Public Schools, and Boys & Girls Clubs of the East Valley, offer a three-year extracurricular project resulting in IT/STEM-related learning outcomes for 96 participants in grades 7, 8, and 9. The project targets and engages female and minority youth traditionally under-represented in IT/STEM fields in multi-year out-of-school technological design and problem solving experiences. These include summer internships/externships and university research in the science center and industrial settings where participants develop socially responsible solutions for challenging real world problems. The program includes cognitive apprenticeships with diverse mentors, opportunities to practice workplace skills such as leadership, teamwork, time management, creativity and reporting, and use of technological tools to gather and analyze complex data sets. Participants simulate desert tortoise behaviors, research and develop designs to mitigate the urban heat island, build small-scale renewable energy resources, design autonomous rovers capable of navigating Mars-like terrain, and develop a model habitat for humans to live on Mars. Together with their families participants gain first-hand knowledge of IT/STEM career and educational pathways. In addition to youth outcomes, the adults associated with this project are better prepared to positively influence IT/STEM learning experiences for under-represented youth. The evaluation measures participant content knowledge, attitudes and interest in IT/STEM subjects, workplace skills and intentions to pursue IT/STEM educational and career pathways to understand participant reactions, learning, transfer and results. Informal curricula developed through this project, field-tested with youth at Boys & Girls Clubs and youth at Arizona Science Center will be available on the project website.
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TEAM MEMBERS:
Tirupalavanam GaneshMonica ElserStephen KrauseDale BakerSharon Robinson-Kurplus
The Museum is partnering with San Francisco State University's Department of Biology to learn more about the zombie fly, Apocephalus borealis, and how this parasitoid (like a parasite, except they always kill their host) affects honey bees, Apis mellifera. You can join this investigation by becoming a ZomBee Hunter! ZomBees are honey bees that have been parasitized by zombie flies. We know that zombie flies have been affecting honey bees in California and South Dakota. The big mysteries that need to be solved are: Where exactly are honey bees being affected? How big of a threat are zombie flies to honey bees? Have zombie flies spread to honey bees across North America? By collecting honey bees in L.A. that look like they have been affected by the zombie fly, you can be a detective for this exciting case.
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TEAM MEMBERS:
Natural History Museum of Los Angeles CountyJohn Hafernick