The NISE Net Public Impacts Summative Evaluation focuses on measuring the public outcomes and impacts of NISE Net activities. The design of the evaluation studies is driven by a program theory model that maps the pathways NISE Net has developed for delivering nanoscale science, engineering and technology (NSET) programs and exhibits to the public, as identified by the summative evaluation team. Built into the NISE Net program theory model is an assumption that the Network will reach a large number of people by distributing the Network's public outreach efforts across a large number of
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
During Year 1 of the Nanoscale Informal Science Education (NISE) Network, the Exhibits and Programs group, led by the Science Museum of Minnesota, conducted a marketing survey in an effort to find out what kinds of nano exhibits and programs institutions would find most useful, and what other forms of assistance the NISE Network could provide. Individuals from a total of 34 institutions (out of 48) completed the online survey for a 71% response rate. Key Findings: Respondents were most interested in the topics of nanoscience applied to biology, human body, and medicine (94%) and environmental
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
This evaluation study was conducted to examine the effectiveness of two design strategies used in Beyond the X-Ray: personal stories which were a part of the Five Windows on the Body and a separate kid area which was implemented in Kid Radiology. Evaluation Questions: 1. How do visitors interact with and use the exhibits in Beyond the X-Ray that were created with the instructional design strategies that are the focus of this evaluation? 2. In what ways, if any, are the exhibits that are designed with the targeted strategies effective at achieving their stated goals? 3. What are the visitors'
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
The following document summarizes results from a literature review conducted in Fall 2004 to inform the development of a nationwide research project that will explore universal access to the learning of science, technology, engineering, and mathematics (STEM) in museums. Through this project, the Museum of Science, with four collaborating institutions, will further the industry's knowledge and understanding of ways to create museum exhibitions that are inclusive of the learning needs of all museum visitors, including those with disabilities. Guiding the literature review was a topical
Fort Worth Museum of Science and History (FWMSH) contracted with Randi Korn & Associates, Inc. (RK&A) to evaluate CSI: The Experience National Science Foundation- and Science Museum Exhibit Collaborative-funded project focused on forensic science. The project included a museum exhibition and an online gaming experience (Web Adventure) targeting children ages 9 to 17 and adults. A summative evaluation explored visitors' overall experiences, understanding of forensic sciences, and the research question: Does the Web Adventure extend exhibition visitors' learning of forensic science? A process
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Randi Korn & Associates, Inc.Fort Worth Museum of Science and History