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resource evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science of soundscape ecology analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater show, group activities, and websites. All components are designed with both sighted and visually impaired students in mind. Multimedia
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TEAM MEMBERS: Barbara Flagg Allan Brenman
resource project Media and Technology
Over three years beginning in January 2016, the Science Museum of Virginia will launch a new suite of public programming entitled “Learn, Prepare, Act – Resilient Citizens Make Resilient Communities.” This project will leverage federally funded investments at the Museum, including a NOAA-funded Science On a Sphere® platform, National Fish and Wildlife-funded Rainkeepers exhibition, and the Department of Energy-funded EcoLab, to develop public programming and digital media messaging to help the general public understand climate change and its impacts on Virginia’s communities and give them tools to become resilient to its effects. Home to both the delicate Chesapeake Bay ecosystem and a highly vulnerable national shoreline, Virginia is extremely susceptible to the effects of climate change and extreme weather events. It is vital that citizens across the Commonwealth understand and recognize the current and future impacts that climate variability will have on Virginia’s economy, natural environment, and human health so that they will be better prepared to respond. In collaboration with NOAA Chesapeake Bay Office, George Mason University’s Center for Climate Change Communication, Virginia Institute for Marine Science, Public Broadcasting Service/National Public Radio affiliates, and Resilient Virginia, the Museum will use data from the National Climatic Data Center and Virginia Coastal Geospatial and Educational Mapping System to develop and deliver new resiliency-themed programming. This will include presentations for Science On a Sphere® and large format digital Dome theaters, 36 audio and video digital media broadcast pieces, two lecture series, community preparedness events, and a Resiliency Checklist and Certification program. This project supports NOAA’s mission goals to advance environmental literacy and share its vast knowledge and data with others.
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TEAM MEMBERS: Richard Conti
resource project Media and Technology
The connections between technology applications of all sorts and human users that are ubiquitous in informal learning and assume a great deal about how the technology is used and how learning takes place. Much of the research in this area has been focused on game design and interaction. This project will examine this interaction involving the use of gestures that represent how individuals work with systems and large data sets that represent complex systems like the oceans, to understand how basic elements of a project with a 3-D type of design might enhance the user experience and increase the utility and learning that takes place by understanding the cognitive elements of these game like interactions in specific STEM related settings like museums.

This exploratory pathways project will investigate the use of interactive, gesture-enabled, multi-touch spheres for teaching about ocean systems in science centers and museums. The gesture-enabled aspect of the project will improve on interactive table-top installations which can frustrate users who use unexpected gestures and receive no response leading to brief interaction and abandonment without significant interaction or learning. The project will investigate ways in which unsupported gestures would still produce a system response which would encourage the user to remain at the installation and continue to investigate. The effect of multiple gestures will be supported by using natural mappings between gestures and interactions with the on-sphere data.

The project investigates theories of embodied cognition that support the notion that by engaging with global-scale datasets on a spherical display more effectively models the earth in a non-distorted manner and therefore will be more natural and allow users to develop a more accurate conceptual model of how data relates to itself and the globe. In this way, the project shares some aspects of understanding about learning through game play. The sphere will not be a fully developed game but will share characteristics of game play.

This project 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. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Katie Stofer Lisa Anthony Peter Chang Alice Darrow Annie Luc Hannah Neff Alex Popeil Carrie Schuman Nikita Soni Betty Dunckel John Baek Bilge Mutlu Amanda Morales Jeremy Alexandre Brittani Kirkland
resource project Media and Technology
The Hansen Planetarium proposes the creation, writing, and production of a 50-minute star theatre program, Cosmic Catastrophes: A Planet At Risk?, aimed at informally educating over a million individuals regarding the vulnerability of our Earth. The further production of four interactive exhibits is planned to accompany the program. This program will be marketed and distributed at a nominal charge to 250 national planetariums, with 50 additional production packets planned for loan. In this fashion, top-quality, accurate, and timely science education can be guaranteed to a large selection of audiences. Scientific research tells us that catastrophes of global and interplanetary proportions have happened in the past, there is evidence that they could occur in the present, and they pose an imminent danger in the future. The utilization of expert consultants, in conjunction with Hansen Planetarium staff, will insure this program presents the most current information available about these cosmic catastrophes. Its interactive format is designed to stimulate a proactive approach to problem solution on the part of the audience, especially in reference to ecological or environmental issues. The star show format, with its dynamic special effects, will make scientific theories surrounding cosmic catastrophes accessible and excitiong.
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TEAM MEMBERS: Von Del Chamberlain
resource project Media and Technology
The Global Viewport for Virtual Exploration of Deep-Sea Hydrothermal Vents is a Track 2 project using spherical display systems to educate the public about the global significance of vents in the world's oceans and in the dynamic processes of Earth as a whole. The project is a collaboration between the Woods Hole Oceanographic Institution and the Ocean Explorium at New Bedford Seaport, members of the Magic Planet Community and Science On a Sphere® (SOS) Network, respectively. The proximity of the two institutions enables a unique evaluation of the learning attained with a stand-alone spherical display vs. live presentations with an SOS. The new content for spherical display systems will address key principles of Earth Science Literacy and Ocean Literacy. Imagery and data from research cruises are being used to: show how hydrothermal vents link dynamic processes in the lithosphere, hydrosphere, and biosphere; promote stewardship of life in remote environments; and excite viewers about the deep ocean frontier including exploration, research, and resources. The Global Viewport project is geared towards informal science education but also includes a component for teacher professional development from schools in towns with populations underrepresented in STEM fields. An online portal for content on Google Earth enables virtual exploration of deep-sea vents from home, extending the learning experience beyond a single visit to an informal science education institution. The online content, including interactive learning modules and games, is being promoted to marine educators and scientists at national conferences and through the COSEE social network.
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TEAM MEMBERS: Stace Beaulieu
resource evaluation Media and Technology
The Global Viewport project was an integrative collaboration between the Woods Hole Oceanographic Institution (WHOI) and. the New Bedford Oceanarium Corporation dba Ocean Explorium at New Bedford Seaport (hereafter, Ocean Explorium). The main thematic area that was addressed is Improving Public Earth System Science Literacy. A main objective of the Global Viewport project was to address Goal 1 of the GEO Education and Diversity Strategic Plan (2010-2015): “Advancing public literacy in Earth System Science.” For this evaluation the public interacted with spherical display content in an informal
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TEAM MEMBERS: Woods Hole Oceanographic Institution (WHOI) Meredith Emery
resource project Media and Technology
The Global Soundscapes! Big Data, Big Screens, Open Ears Project uses the new science of soundscape ecology to design a variety of informal science learning experiences that engage participants through acoustic discovery Soundscape ecology is an interdisciplinary science that studies how humans relate to place through sound and how humans influence the environment through the alteration of natural sound composition. The project includes: (1) an interface to the NSF-funded Global Sustainable Soundscapes Network, which includes 12 universities around the world; (2) sound-based learning experiences targeting middle-school students (grades 5-8), visually impaired and urban students, and the general public; and (3) professional development for informal science educators. Project educational components include: the first interactive, sound-based digital theater experience; hands-on Your Ecosystem Listening Labs (YELLS), a 1-2 day program for school classes and out-of school groups; a soundscape database that will assist researchers in developing a soundscape Big Database; and iListen, a virtual online portal for learning and discovery about soundscape. The project team includes Purdue-based researchers involved in soundscape and other ecological research; Foxfire Interactive, an award-winning educational media company; science museum partners with digital theaters; the National Audubon Society and its national network of field stations; the Perkins School for the Blind; and Multimedia Research (as the external evaluator).
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TEAM MEMBERS: Bryan Pijanowski Daniel Shepardson Barbara Flagg
resource project Media and Technology
The MyDome project will bring 3D virtual worlds for group interaction into planetaria and portable domes. Advances in computing have evolved the planetarium dome experience from a star field and pointer presentation to a high-resolution movie covering the entire hemispherical screen. The project will further transform the dome theater experience into an interactive immersive adventure. MyDome will develop scenarios in which the audience can explore along three lines of inquiry: (1) the past with archeological reconstructions, (2) the present in a living forest, and (3) the future in a space station or colony on Mars. These scenarios will push the limits of technology in rendering believable environments of differing complexity and will also provide research data on human-centered computing as it applies to inquiry and group interactions while exploring virtual environments. The project proposes to engage a large portion of the population, with a special emphasis on the underserved and under-engaged but very tech-savvy teenage learner. Research questions addressed are: 1. What are the most engaging and educational environments to explore in full-dome? 2. What on-screen tools and presentation techniques will facilitate interactions? 3. What are the limitations for this experience using a single computer, single projector mirror projection system as found in the portable Discovery Dome? 4. Which audiences are best served by exploration of virtual hemispherical environments? 5. How large can the audience be and still be effective for the individual learner? What techniques can be used to provide more people with a level of control of the experience and does the group interaction enhance or diminish the engagement of different individuals? 6. What kind of engagement can be developed in producing scientific and climate awareness? Does experiencing past civilizations lead to more interest in other cultures? Does supported learning in the virtual forest lead to greater connection to and understanding of the real forest? Does the virtual model space experience excite students and citizens about space exploration or increase the understanding of the Earth's biosphere? The broader impacts of the project are (1) benefits to society from increasing public awareness and understanding of human relationships with the environment in past civilizations, today?s forests and climate change, and potential future civilizations in space and on Mars; (2) increasing the appeal of informal science museums to the tech-savvy teenage audience, and (3) significant gains in awareness of young people in school courses and careers in science and engineering. The partners represent a geographically diverse audience and underserved populations that include rural (University of New Hampshire), minority students (Houston Museum of Natural Science) and economically-distressed neighborhoods (Carnegie Museum of Natural History). Robust evaluation will inform each program as it is produced and refined, and will provide the needed data on the potential for learning in the interactive dome environment and on the optimal audience size for each different type of inquiry.
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TEAM MEMBERS: Annette Schloss Kerry Handron Carolyn Sumners
resource research Museum and Science Center Exhibits
Presentation on NSF grant DRL-1010844 (""STAR Library Education Network: A Hands-on Learning Program for Libraries and Their Communities"") presented at the CAISE Convening on Organizational Networks, November 17th, 2011.
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resource evaluation Media and Technology
The first phase of the evaluation, a front-end visitor study, assessing visitors' knowledge of and interest in space science and the cosmos, was conducted in May and June of 2000 at Boston's Museum of Science (MOS). The evaluation's second phase, a formative evaluation of the exhibition prototype, was completed in February of 2001 at the MOS. This summative report represents the third round of the evaluation process conducted by PERG, and is an evaluation of the current Cosmic Questions exhibition and related activities, based on data obtained by evaluators at two sites Boston's Museum of
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TEAM MEMBERS: Joan Karp Judah Leblang Susan Baker Cohen Harvard-Smithsonian Center for Astrophysics
resource evaluation Media and Technology
In August 2009, the Program Evaluation and Research Group (PERG) at Lesley University contracted with the project's PI at the University of New Hampshire (UNH) to evaluate My Dome: Defining the Computational and Cognitive Potential of Real Time Interactive Simulations in an Immersive Dome Environment, an NSF funded grant. The project focuses on creating interactive experiences in immersive virtual environments, and builds off previous work the PI and co PIs have done in developing films and immersive experiences in domes and traveling domes. The project includes staff from the Carnegie Museum
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TEAM MEMBERS: Judah Leblang Elizabeth Osche University of New Hampshire
resource evaluation Media and Technology
Ice Planet Earth (IPE) was a three-year NSF-Funded grant, with a focus on building awareness and understanding of polar processes and designed to coincide with the International Polar Year, which took place from March 2007-March 2009. A key feature of the IPE project was the development of 'Ice Worlds', a planetarium style film designed for both general audiences and for students/youth. IPE was a collaboration between the University of New Hampshire, and the following institutions: The Carnegie Museum of Natural History in Pittsburgh; the Houston Museum of Natural Sciences; the Louisiana Art
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TEAM MEMBERS: Judah Leblang Elizabeth Osche University of New Hampshire