It is relatively unknown what impact the Museum of Science has on its visitors once they leave our doors. This study aims to create a baseline understanding of how visitors follow up on what they have learned at the Museum. We examined follow up interviews from the Star Wars: Where Science Meets the Imagination exhibition evaluation and some of its accompanying programming, the Rethinking Urban Transportation forums, Bionics and Prosthetics forums, and The Force and Its Many Faces lectures. The follow up interviews were conducted via email and phone six to 10 weeks after visitors came to the
Forum is a program at the Museum of Science that promotes the exchange of different perspectives on topics in science, technology, and society through small group discussion. At previous Forums held at the Museum of Science, attendees were typically recent Museum visitors. Certain types of participants, such as individuals from politically conservative groups or individuals from lower income and/or lower socioeconomic levels, were not observed as attending. Hence, this study aims to explore various groups' perceptions of the Forum program. To assess their perception of the Forum program, five
Given its ongoing commitment to universal design and the integration of technologies into the museum experience, the Museum of Science decided to employ a handheld Multimedia Tour to accompany Star Wars: Where Science Meets Imagination, an exhibition about the real world meeting Star Wars technologies. With the help of leading tour guide developer, Antenna Audio, a 22-stop tour was produced featuring narration, Behind the Scenes interviews with individuals who had worked on the films, Star Wars film clips, still photos and the ability to send information home. An American Sign Language version
On two Saturday mornings, December 3 and December 10, 2005, two groups of Deaf adults were invited to participate in a focus group to try out the Multimedia Tour in the Star Wars exhibition and provide feedback on both its effectiveness and how it could be improved. The purpose of the focus group was to gain rich in-depth feedback from many people at once, particularly because it is so difficult to capture Deaf users in our exit interviews due to language barriers. Focus groups followed a topical framework surrounding what visitors enjoyed about the handheld, improvements they might make to
Museums are places where visitors of all abilities and disabilities are invited to learn. This diversity offers a unique challenge how can museums ensure that everyone can benefit from the learning experience? Universal design, which is the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design (Center for Universal Design, 2002), puts forward a potential solution. This paper offers an overview of universal design, including its practice in the museum, formal education, and digital media fields, and
This study was conducted to document how members of the Design Challenges team currently assist visitors as they engage in engineering design activities as a way of informing the practices of informal technology education at the Museum of Science about the types of scaffolds and supports visitors need when engaging in future engineering design labs in exhibitions. To collect data for this study, educators from the Design Challenges team were observed as they helped visitors complete the Solar Cars activity in Investigate! The Solar Cars activity was not designed as an engineering design lab
Goodman Research Group, Inc. conducted a comprehensive multi-method external evaluation of the first season of the Design Squad TV series and outreach initiative. The broad evaluation goals were to: assess the extent to which children's knowledge, interest, and awareness of engineering increased as a result of watching the Design Squad series, document the implementation of community events resulting form the November 2006 Engineering Summit, and assess the effectiveness of the Afterschool Educators Guide with leaders and students.
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TEAM MEMBERS:
Peggy VaughanEmilee PressmanIrene GoodmanWGBH
Design Squad, produced by WGBH-Boston (http://www.wgbh.org), premiered on the Public Broadcasting Service in October 2009. Design Squad is a reality television series that encourages kids ages 9-12 years to “show off their smarts as they design and build working solutions for real-world clients—people who are hungry for clever ideas from a new generation of innovators.” Each season, the series culminates in a final episode when the top two scorers compete for a $10,000 college scholarship from the Intel Foundation. The underlying educational goals of Design Squad are to: (1) Increase students'
Edu, Inc. provided expertise and experience in user testing and evaluation of public outreach using new media for this project. In their role as advisor, Edu, Inc., observed that the website successfully satisfied the project goal of producing and testing five new models of interactive media and several feedback mechanisms to allow the public to register personal opinions on ethical scenarios regarding nanotechnology. The evaluators suggest that there is significant anecdotal evidence to recommend four practices tested by the web designers: 1. The potential of web comics as a media to present
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TEAM MEMBERS:
Douglas SpencerOregon Public BroadcastingJediah GrahamSusan Hibbard
SciGirls is a new weekly public television series produced by Twin Cities Public Television and supported by the National Science Foundation. Twelve half-hour animated and live action shows are accompanied by web and outreach activities in the fields of science, technology and engineering (STEM). Multimedia Research, an independent evaluation group, implemented a summative evaluation of SciGirls television programming with a rigorous randomized controlled trial design comparing treatment and control groups. Girls entering fifth grade were assigned randomly either to a treatment group (n = 42)
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TEAM MEMBERS:
Barbara FlaggTwin Cities Public Television
Although there is a significant literature documenting the strength of informal science experiences in controlled or specialized settings, such as museums and science-focused youth programs it is not yet clear how best to regularly provide such opportunities in typical after-school programs--ones not established or specifically supported to test or implement grant-funded curricula or STEM approaches under specialized conditions. What's more, the majority of the 6.5 million children enrolled in after-school programs participate in typical programs. This study addressed this gap in the
In late spring 2010, Goodman Research Group, Inc. (GRG) was contracted by the Museum of Science, Boston, to conduct an outcomes evaluation of their educational live performance, The Amazing Nano Brothers Juggling Show (ANB). The show presents scientific concepts about atoms and nano science in a highly entertaining and engaging performance. The evaluation focused on the learning outcomes of children, adults, and middle school students. The goal of this evaluation was to examine the effectiveness of the show in increasing audiences' knowledge of and interest in nano science and nanotechnology
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TEAM MEMBERS:
Rachel SchechterMuseum of ScienceMolly PriedemanIrene GoodmanCarol Lynn Alpert