Skip to main content

Community Repository Search Results

resource research Media and Technology
This paper reports the results of a study designed to determine people's preferences for different types of Web-based educational activity. Researchers identified six activity types for comparison: Creative Play, Guided Tour, Interactive Reference, Puzzle/Mystery, Role-playing Story and Simulation. They collected two sets of data: 1) user exit surveys evaluating the study site and preferred genre or type of learning activity and 2) serve statistics indicating the duration of stay. Researchers found clear differences in preferences between adults and children.
DATE:
TEAM MEMBERS: David Schaller Steven Allison-Bunnell Minda Borun Margaret Chambers
resource research Exhibitions
This article discusses the preliminary resistance to labels and then the eventual inclusion of labeling in the "Ice Age Exhibit" at the Cincinnati Museum Center's Museum of Natural HIstory & Science. It includes findings from visitor studies that evaluated the effectiveness of the new labeling strategies incorporated into the immersive exhibit.
DATE:
TEAM MEMBERS: Judith Larsen
resource research Exhibitions
This article discusses findings from an evaluation conducted by researchers at the Liberty Science Center in planning for a new exhibition about skyscrapers. Members of the exhibition team examined if and how the public's perceptions of skyscrapers changed as a result of the World Trade Center collapse and the media attention towards skyscrapers. Evaluators compared the results of this study to data collected prior to 9/11 as part of the exhibit's front-end evaluation.
DATE:
TEAM MEMBERS: Jean Kalata
resource research Media and Technology
In this essay, researchers from King's College London, Work, Interaction and Technology Research Group, discuss a particular approach to the analysis of social interaction in museums and galleries, focusing on video-based field studies. The authors also give a few suggestions as to why it might be important to take verbal and physical interactions more seriously when designing, developing and evaluating exhibits and exhibitions.
DATE:
TEAM MEMBERS: Dirk vom Lehn Christian Heath Jon Hindmarsh
resource research Exhibitions
This is a bibliography of literature related to immersive exhibitions. Researchers from Selinda Research Associates compiled this list as part of a project with the Garfield Park Conservatory Alliance and Chicago Park District.
DATE:
TEAM MEMBERS: Eric Gyllenhaal
resource research Exhibitions
In this article, exhibit developer Hallie Gilbert discusses findings from her master's project in museum studies at John F. Kennedy University. Gilbert investigated the phenomenon of the immersive exhibition, looking specifically at why and how these exhibitions are being developed in increasing numbers in American natural history and science museums. This article summarizes Gilbert's study of why museum professionals are developing immersive exhibitions, what summative evaluations have revealed about this exhibition technique and where the field might go in the future.
DATE:
TEAM MEMBERS: Hallie Gilbert
resource research Media and Technology
There is no single right way to learn things, and no single place or even moment in which we learn. All learning happens continuously, from many different sources, and in many different ways. There are three main educational sectors, the formal education sector of schools and universities, the workplace, and the free-choice learning sector. Of the three, the most frequently over-looked is the free-choice learning sector. The free-choice learning sector includes museums, television, radio, the Internet, magazines, newspapers, books, parks, community organizations of all types: youth, adult
DATE:
TEAM MEMBERS: Institute for Learning Innovation John H Falk
resource research Public Programs
What do people learn from visiting museums and how do they learn it? The editors approach this question by focusing on conversations as both the process and the outcome of museum learning. People do not come to museums to talk, but they often do talk. This talk can drift from discussions of managing the visit, to remembrances of family members and friends not present, to close analyses of particular objects or displays. This volume explores how these conversations reflect and change a visitor's identity, discipline-specific knowledge, and engagement with an informal learning environment that
DATE:
TEAM MEMBERS: Gaea Leinhardt Kevin Crowley Karen Knutson
resource research Media and Technology
Lessons Without Limit is not just another book about school reform but a highly readable guide to transforming the entire experience of learning across a lifetime. Free-choice learning is all about what you choose to do in your learning time. We learn every day at home, at school, at work, and out in the world, from books, in museums, watching television, hearing a symphony, building a model rocket. Our motivations and expectations change over our lifetime but learning never stops. This book will give you a new understanding of the learning process and guide you in maximizing your lifelong
DATE:
resource evaluation Exhibitions
This exhibition was created to attract and appeal to families with children based on a major strategic planning effort targeting a specific audience. Summative evaluation was commissioned to reflect on the original goals for the exhibition as well as to inform future decisions regarding institutional and exhibition planning for family audiences. Several complementary research methods were used to address a variety of questions about family experiences in Splash Zone: two methods of exit interviews (281 family interviews where parents were asked most of the questions, and 55 interviews with
DATE:
TEAM MEMBERS: Jeff Hayward Monterey Bay Aquarium Jolene Hart
resource evaluation Media and Technology
A pilot study of five episodes in the Cyberchase series was conducted in late Fall 2001. The study was designed to assess the broad educational value, impact and appeal of the series, and to pilot the approach and instrumentation for a more extensive study in the spring of 2002. The study included more than 450 children and 20 teachers. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational outreach to impact millions nationwide. Designed for children ages 8 to 11 and packed with mystery, humor, and action, Cyberchase
DATE:
TEAM MEMBERS: Rockman et al Thirteen/WNET
resource evaluation Media and Technology
The focus of this naturalistic study was to explore the enjoyment and appeal of Cyberchase, and its influence on children attitudes about math, self-confidence about mathematical problem solving, patterns of Website use, mathematical problem solving skills, and content recall. Cyberchase is the Emmy Award-winning mathematics series and website on PBS KIDS GO! using broadcast, web, new media and educational outreach to impact millions nationwide. Designed for children ages 8 to 11 and packed with mystery, humor, and action, Cyberchase's mission is to improve kids' problem-solving and math
DATE:
TEAM MEMBERS: Rockman et al Thirteen/WNET