This study was conducted as a part of the formative evaluation of the NISE Network forum Nanotechnology: Risks, Benefits, and Who Decides? The purpose of the forum was to bring members of the public together to discuss whether experts, watchdogs, and/or the public should be the primary decision makers about nanotechnology policy. During the course of the forum, participants learned about nanotechnology and its societal and ethical implications from experts, had a chance to ask questions of the experts, participated in a small group discussion where they talked about the pros and cons of the
Creativity Workshop (working title) is planned to be an approximately 4,000 square foot permanent exhibit that is part of the Museum of Science's Technology Initiative. The exhibit aims to have visitors participate in interactive activities, allowing them to experience for themselves the engineering design process and creative problem solving techniques. The exhibit will be organized into three main areas: Inventors' Tools, which will introduce visitors to creative thinking tools that can be used to design new technologies and solve technological problems; Engineering Design which features
The NSF-funded Nanoscale Informal Science Education (NISE) Network produced exhibits and programs designed to develop awareness, engagement, and understanding of nanoscale science, engineering, and technology in the museum-going public. As part of the overall summative evaluation of the first five years of this grant, the Exhibits and Programs Study examines the measurable impacts of these public products on museum visitors. These exhibits and programs were developed during the first four years of the project as the NISE Network itself was growing and developing; the products show the strength
This report presents findings from the evaluation of the Baseball Stories user generated content (UGC) project. The Baseball Stories project was created by the Information and Interactive Technology Department to allow people to share stories about their experiences with baseball for display in the Baseball As America traveling exhibition. As a part of the project, a website was created where people could create and post their stories and view other stories, and an exhibition kiosk was created where people could view their or others' stories or send an email to remind themselves to create a
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'