Skip to main content

Community Repository Search Results

resource evaluation Public Programs
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
DATE:
TEAM MEMBERS: Cecilia Garibay
resource evaluation Summer and Extended Camps
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) developed, implemented, and evaluated the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through this grant, the NCBYS extended opportunities for informal science learning for the direct benefit of blind students by conducting six NFB STEM2U regional programs included programs for blind youth, their parents/caregivers, blind teen mentors (apprentices), and museum educators.
DATE:
resource project Games, Simulations, and Interactives
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. The proposed project broadens the utility of Public Participation in Scientific Research (PPSR) approaches, which include citizen science, to support new angles in informal learning. It also extends previous work on interactive data visualizations in museums to encompass an element of active contribution to scientific data. To achieve these goals, this project will develop and research U!Scientist (pronounced `You, Scientist!')--a novel approach to using citizen science and learning research-based technology to engage museum visitors in learning about the process of science, shaping attitudes towards science, and science identity development. Through the U!Scientist multi-touch tabletop exhibit, visitors will: (1) interact with scientific data, (2) provide interpretations of data for direct use by scientists, (3) make statements based on evidence, and (4) visualize how their data classifications contribute to globe-spanning research projects. Visitors will also get to experience the process of science, gaining efficacy and confidence through these carefully designed interactions. This project brings together Zooniverse, experts in interactive design and learning based on large data visualizations in museums, and leaders in visitor experience and learning in science museums. Over fifty thousand museum visitors are expected to interact annually with U!Scientist through this effort. This impact will be multiplied by packaging the open-source platform so that others can easily instantiate U!Scientist at their institution.

The U!Scientist exhibit development process will follow rapid iterations of design, implementation, and revision driven by evaluation of experiences with museum visitors. It will involve close collaboration between specialists in computer science, human-computer interaction and educational design, informal science learning experts, and museum practitioners. The summative evaluation will be based on shadowing observations, U!Scientist and Zooniverse.org logfiles (i.e., automated collection of user behavior metrics), and surveys. Three key questions will be addressed through this effort: Q1) Will visitors participate in PPSR activities (via the U!Scientist touch table exhibit) on the museum floor, despite all the distractions and other learning opportunities competing for their attention? If so, who engages, for how long, and in what group configurations? Q2) If visitors do participate, will they re-engage with the content after the museum visit (i.e., continue on to Zooniverse.org)? Q3) Does engaging in PPSR via the touch table exhibit--with or without continued engagement in Zooniverse.org after the museum visit--lead to learning gains, improved understanding of the nature of science, improved attitudes towards science, and/or science identity development?
DATE: -
TEAM MEMBERS: Laura Trouille Sarah Cole Becky Rother
resource project Exhibitions
As the world is increasingly dependent upon computing and computational processes associated with data analysis, it is essential to gain a better understanding of the visualization technologies that are used to make meaning of massive scientific data. It is also essential that the infrastructure, the very means by which technologies are developed for improving the public's engagement in science itself, be better understood. Thus, this AISL Innovations in Development project will address the critical need for the public to learn how to interpret and understand highly complex and visualized scientific data. The project will design, develop and study a new technology platform, xMacroscope, as a learning tool that will allow visitors at the Science Museum of Minnesota and the Center of Science and Industry, to create, view, understand, and interact with different data sets using diverse visualization types. The xMacroscope will support rapid research prototyping of public experiences at selected exhibits, such as collecting data on a runner's speed and height and the visualized representation of such data. The xMacroscope will provide research opportunities for exhibit designers, education researchers, and learning scientists to study diverse audiences at science centers in order to understand how learning about data through the xMacroscope tool may inform definitions of data literacy. The research will advance the state of the art in visualization technology, which will have broad implications for teaching and learning of scientific data in both informal and formal learning environments. The project will lead to better understanding by science centers on how to present data to the public more effectively through visualizations that are based upon massive amounts of data. Technology results and research findings will be disseminated broadly through professional publications and presentations at science, education, and technology conferences. The 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. The project is driven by the assumption that in the digital information age, being able to create and interpret data visualizations is an important literacy for the public. The research will seek to define, measure, and advance data visualization literacy. The project will engage the public in using the xMacrocope at the Science Museum of Minnesota and at the Center of Science and Industry's (COSI) science museum and research center in Columbus, Ohio. In both museum settings the public will interact with different datasets and diverse types of visualizations. Using the xMacroscope platform, personal attributes and capabilities will be measured and personalized data visualizations will be constructed. Existing theories of learning (constructivist and constructionist) will be extended to capture the learning and use of data visualization literacy. In addition, the project team will conduct a meta-review related to different types of literacy and will produce a definition with performance measures to assess data visualization literacy - currently broadly defined in the project as the ability to read, understand, and create data visualizations. The research has potential for significant impact in the field of science and technology education and education research on visual learning. It will further our understanding of the nature of data visualization literacy learning and define opportunities for visualizing data in ways that are both personally and culturally meaningful. The project expects to advance the understanding of the role of personalization in the learning process using iterative design-based research methodologies to advance both theory and practice in informal learning settings. An iterative design process will be applied for addressing the research questions by correlating visualizations to individual actions and contributions, exploring meaning-making studies of visualization construction, and testing the xMacroscope under various conditions of crowdedness and busyness in a museum context. The evaluation plan is based upon a logic model and the evaluation will iteratively inform the direction, process, and productivity of the project.
DATE: -
TEAM MEMBERS: Katy Borner Kylie Peppler Bryan Kennedy Stephen Uzzo Joe E Heimlich
resource evaluation Exhibitions
Constructivist education theory postulates (Fosnot, 1996; Hein, 1998) that visitors learn actively and create their own meanings as they interact with the world. This raises challenges for visitor studies, since it may be difficult to plan a reasonable evaluation strategy for exhibitions if visitors’ actions and outcomes cannot be determined in advance. Constructivist theory also requires an appropriate evaluation approach (Hein, 1997). This paper illustrates the use of a combination of methodologies that allow visitors’ meanings and activities to emerge as they visit an interactive, non
DATE:
TEAM MEMBERS: Elsa Bailey Kerry Bronnenkant Judith Kelley George Hein Museum of Science, Boston
resource evaluation Exhibitions
The Experiment Benches at Science Museum of Minnesota are a series of multiple-outcome participatory exhibits located within the Experiment Gallery. Designed to give visitors a large degree of control over their learning while promoting and guiding meaningful scientific thought, they provide an opportunity for visitors to create and set their own experiments in order to explore a given phenomenon or topic. As such, they are designed o be responsive to a visitor's curiosity, allowing them to follow a personally directed inquiry. The purpose of this summative evaluation project was to
DATE:
TEAM MEMBERS: Deborah Perry J Newlin
resource project Media and Technology
The Environmental Scientist-in-Residence Program will leverage NOAA s scientific assets and personnel by combining them with the creativity and educational knowledge of the pioneer hands-on science center. To do this, the program will embed NOAA scientists in a public education laboratory at the Exploratorium. Working closely with youth Explainers, exhibit developers, and Web and interactive media producers at the Exploratorium, NOAA scientists will share instruments, data, and their professional expertise with a variety of public audiences inside the museum and on the Web. At the same time the scientists will gain valuable skills in informal science communication and education. Through cutting-edge iPad displays, screen-based visualizations, data-enriched maps and sensor displays, and innovative interactions with visitors on the museum floor, this learning laboratory will enable NOAA scientists and Exploratorium staff to investigate new hands-on techniques for engaging the public in NOAA s environmental research and monitoring efforts.
DATE: -
TEAM MEMBERS: Mary Miller
resource project Media and Technology
C-RISE will create a replicable, customizable model for supporting citizen engagement with scientific data and reasoning to increase community resiliency under conditions of sea level rise and storm surge. Working with NOAA partners, we will design, pilot, and deliver interactive digital learning experiences that use the best available NOAA data and tools to engage participants in the interdependence of humans and the environment, the cycles of observation and experiment that advance science knowledge, and predicted changes for sea level and storm frequency. These scientific concepts and principles will be brought to human scale through real-world planning challenges developed with our city and government partners in Portland and South Portland, Maine. Over the course of the project, thousands of citizens from nearby neighborhoods and middle school students from across Maine’s sixteen counties, will engage with scientific data and forecasts specific to Portland Harbor—Maine’s largest seaport and the second largest oil port on the east coast. Interactive learning experiences for both audiences will be delivered through GMRI’s Cohen Center for Interactive Learning—a state-of-the-art exhibit space—in the context of facilitated conversations designed to emphasize how scientific reasoning is an essential tool for addressing real and pressing community and environmental issues. The learning experiences will also be available through a public web portal, giving all area residents access to the data and forecasts. The C-RISE web portal will be available to other coastal communities with guidance for loading locally relevant NOAA data into the learning experience. An accompanying guide will support community leaders and educators to embed the interactive learning experiences effectively into community conversations around resiliency. This project is aligned with NOAA’s Education Strategic Plan 2015-2035 by forwarding environmental literacy and using emerging technologies.
DATE: -
TEAM MEMBERS: Leigh Peake
resource project Public Programs
This project will expand and enhance an initiative that offers zoos, aquariums, and science museums the market research they need to engage and motivate the public on issues related to the ocean and climate change. The three-year project will measure changes in public awareness and action on ocean and climate-related issues. It will integrate these research findings into recommendations offered to staff working at zoos, aquariums, and science museums as well as to the ocean conservation community and provide professional development for staff members at these institutions in order to support and shape public outreach efforts that connect climate change, the ocean and individual actions, especially among our nation's youth.
DATE: -
TEAM MEMBERS: William Mott
resource evaluation Exhibitions
In 2012, the Science Museum of Minnesota (SMM) received funding from the National Institutes of Health (NIH) to develop an exhibition utilizing objects from the former Museum of Questionable Medical Devices (QMDs), contextualizing them in the greater conversation about scientific skepticism and how people make healthcare decisions. The resulting exhibition, Weighing the Evidence, opened in December 2015. This kt, object-based exhibition is organized into four islands of artifacts with accompanying information and hands-on “Try It” interactives, which allow visitors to experience some
DATE:
resource evaluation Exhibitions
The San Diego Natural History Museum (theNAT) contracted RK&A to conduct a summative evaluation of the exhibition Extraordinary Ideas from Ordinary People: A History of Citizen Science and to explore how well the exhibition communicates an inclusive view of science. The goals for the evaluation were to explore visitors’ behaviors in the exhibition as well as understand what meanings visitors made from the exhibition, particularly with regard to how the exhibition’s messages about citizen science are resonating in the context of visitors’ science identity. RK&A conducted timing and tracking
DATE:
TEAM MEMBERS: Amanda Krantz Erin Wilcox Gemma Mangione Erica Kelly
resource evaluation Public Programs
This summative evaluation report details the Broad Implementation of the Living Laboratory model--an initiative to promote partnership between museums and cognitive science researchers in order to promote professional learning and involve the public in scientific research. The evaluation investigated the extent of the dissemination effort’s depth, spread, sustainability, and shift in ownership, based on Coburn’s criteria for scale-up (2003). Evaluators collected data from surveys, interviews, focus groups, document review, and observations. Findings about depth suggest that adopters fully
DATE: