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resource evaluation Informal/Formal Connections
This document is the final evaluation report for the project, which focuses both on formative evaluation of the collaborative+interdisciplinary presentation creation process and summative evaluation of audience learning outcomes. 
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TEAM MEMBERS: Justin Reeves Meyer Donnelley (Dolly) Hayde Laura Weiss
resource evaluation Museum and Science Center Exhibits
The linked repository contains select resources from the SICIIT NSF project (Supporting Science and Engineering Identity Change in Immersive Interactive Technologies). The project did not reach its main objective, mainly due to disruptions caused by COVID, but we hope that the materials will be a useful resource for follow-up research.
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TEAM MEMBERS: Stefan Rank Ayana Allen Glen Muschio Aroutis Foster Kapil Dandekar
resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

This work is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
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TEAM MEMBERS: Michael Horn Brian Magerko Jason Freeman
resource project Media and Technology
Discovering and understanding the temporal evolution of events hidden in text corpora is a complex yet critical task for knowledge discovery. Although mining event dynamics has been an important research topic leading to many successful algorithms, researchers, research and development managers, intelligence analysts and the general public are still in dire need of effective tools to explore the evolutionary trends and patterns. This exploratory project focuses on developing and validating a novel idea called narrative animation. Narrative animation uses animated visualizations to narrate, explore, and share event dynamics conveyed in temporally evolving text collections. Film art techniques are employed to leverage the animated visualizations in information organization and change detection, with the goals of enhancing analytical power and user engagement. A prototype system called CityStories is being developed to generate narrative animations of events in cities derived from web-based text. If this novel, risky research is successful, it is expected to yield fundamental results in narrative animation that can advance the current paradigm in information visualization and visual analytics by developing novel techniques in using animations for presenting and analyzing dynamic abstract data at a large scale. The pilot system CityStories system is expected provide a novel network platform for education, entertainment, and data analytics. It will engage general users such as students, teachers, journalists, bloggers, and many others in web information visualization and study. Results of this research will be disseminated through publications, the World Wide Web, and collaborations with researchers and analysts. The project web site (http://coitweb.uncc.edu/~jyang13/narrativeanimation/narrativeanimation.htm) will include research outcomes, publications, developed software, videos, and datasets for wide dissemination to public.
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TEAM MEMBERS: Ye Zhao
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.
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TEAM MEMBERS: Dirk vom Lehn Christian Heath Jon Hindmarsh
resource project Media and Technology
FETCH with Ruff Ruffman is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts are to 1) help the target audience develop interest, knowledge and skills necessary to do science; 2) train afterschool leaders to better facilitate science activities with kids; and 3) demonstrate how media can be used to teach substantive science and share the results of project evaluation with others in the field. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group. The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and contribute to nationwide data collection. A new FETCH Online Training resource will be created to help afterschool leaders to effectively engage in FETCH's hands-on science activities. American Institutes for Research (AIR) will conduct summative evaluation of the Online Training program.
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TEAM MEMBERS: Kate Taylor
resource project Media and Technology
The University of Central Florida Media Convergence Laboratory, New York Hall of Science, and the Queens Museum of Art are developing a 3-D, multi-user virtual environment (MUVE) of the 1964/65 New York World's Fair. Virtual fairgoers of all ages will be immersed in an accurately modeled historical world with more than 140 pavilions on science, technology, engineering, and mathematics (STEM) disciplines and an array arts and humanities exhibits. The virtual world can be freely explored through self-designed avatars, and avatar-led guided tours. Discovery Points throughout the virtual environment will afford opportunities for in-depth engagement in STEM topics that will empower participants to explore the broader consequences of technological innovations. The centerpiece of user-generated content is FutureFair, an area where online users can create and share their personal visions of the future. Interconnections reaches beyond its virtual component through its partnership with the New York Hall of Science and the Queens Museum of Art, which are both situated in the heart of Queens in Flushing Meadows Corona Park, a 1255 acre urban park that hosted the 1939/1940 and 1964/65 Fairs. The New York Hall of Science will provide face-to-face youth workshops that employ problem-based learning. Single and multi-session programs will connect adolescents to STEM content presented at the Fair through the virtual world environment. Participants will create multimedia content for inclusion in the project's website. Multi-touch interactive stations at the Queens Museum of Art will enhance their NY World's Fair Exhibit Hall by empowering visitors to individually or collectively explore various STEM topics and the symbiotic relationships between STEM and the humanities, and by serving as an attractor for visitors to the online Fair exploration. The project will be completed in time for the 50th Anniversary celebration of the 1964 World's Fair. Building upon prior research on learning in virtual worlds, the project team will investigate how STEM concepts are advanced in a simulated multi-user virtual environment and studying the effectiveness of using Virtual Docents as enhancements to the informal learning process. The research and development deliverables have strong potential to advance the state of informal science education, research on modeling and simulation in virtual world development, and education research. Michigan Technological University will conduct the project formative and summative evaluations.
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TEAM MEMBERS: Lori Walters Michael Moshell Charles Hughes Eileen Smith