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resource research Media and Technology
In this article, Christine L. Brandenburg, of Rice University's Center for Technology in Teaching and Learning, discusses her research of the use of computer technology in children's museums. Bradenburg focuses on the research methods used to address how and why visitors use computer technology in children's museums. The first section of the article presents the research methods, placing them in the context of the naturalistic inquiry design of the research. The second section discusses the research methods with respect to visitor studies and to studies of computer technology in museums.
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TEAM MEMBERS: Christine Brandenburg
resource project Media and Technology
SciGirls CONNECT is a broad national outreach effort to encourage educators, both formal and informal, to adopt new, research-based strategies to engage girls in STEM. SciGirls (pbskids.org/scigirls) is an Emmy award-winning television program and outreach program that draws on cutting-edge research about what engages girls in science, technology, engineering and math (STEM) learning and careers. The PBS television show, kids' website, and educational outreach program have reached over 14 million girls, educators, and families, making it the most widely accessed girls' STEM program available nationally. SciGirls' videos, interactive website and hands-on activities work together to address a singular but powerful goal: to inspire, enable, and maximize STEM learning and participation for all girls, with an eye toward future STEM careers. The goal of SciGirls is to change how millions of girls think about STEM. SciGirls CONNECT (scigirlsconnect.org) includes 60 partner organizations located in schools, museums, community organizations and universities who host SciGirls clubs, camps and afterschool programs for girls. This number is intended grow to over 100 by the end of the project in 2016. SciGirls CONNECT provides mini-grants, leader training and educational resources to partner organizations. Each partner training session involves educators from a score of regional educational institutions. To date, over 700 educators have received training from over 250 affiliated organizations. The SciGirls CONNECT network is a supportive community of dedicated educators who provide the spark, the excitement and the promise of a new generation of women in STEM careers. Through our partner, the National Girls Collaborative Project, we have networked educational organizations hosting SciGirls programs with dozens of female role models from a variety of STEM fields. The SciGirls CONNECT website hosts monthly webinars, a quarterly newsletter, gender equity resources, SciGirls videos and hands-on activities. SciGirls also promotes the television, website and outreach program to thousands of elementary and middle school girls and their teachers both locally and nationally at various events.
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TEAM MEMBERS: Rita Karl
resource research Media and Technology
In this paper, the Franklin Institute's Ann Mintz discusses the managerial challenges associated with evaluation projects. Mintz explains how evaluators teeter on a continuum serving as both as artists and educators throughout the evaluation process. She cites evidence from an ongoing project at the Franklin Institute called the The Franklin Institute Computer Network that serves seven categories of museum visitors.
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TEAM MEMBERS: Ann Mintz
resource research Media and Technology
In this paper, researchers at the Brookfield Zoo present a case study in evaluating a technology project involving partnerships between museums and formal education. THe focus is on the multiple-method design, which was required in order to work with all participants, from funders to educators, to teachers and students. A set of tools, from traditional surveys through teacher-led performance assessments, was used to measure student learning, teacher satisfaction, and effective implementation of technology and museum content into quality Web pages. The authors share their experiences to help
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TEAM MEMBERS: H. Elizabeth Stuart Perry Carol D. Saunders
resource research Media and Technology
In this article, Annette Noschka-Roos discusses a study of a computer-supported information system (CIS) touch-screen interactive in the "New Energy Techniques" gallery at the Deutsches Museum. The objective of the study was to gather systematic data on how the medium is used by visitors. Noschka-Roos provides key findings from the study.
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TEAM MEMBERS: Annette Noschka-Roos Visitor Studies Association
resource project Media and Technology
This CRPA project produced a human-like avatar exhibit for the Orlando Science Center that verbally communicates with middle and high school grade visitors, engaging them in the subjects of computer science, artificial intelligence, and engineering. Human-like characteristics include features to match the demographics of the Center's clientele and verbal communication in the English language. In addition to discussing how avatars are developed and how artificial intelligence works, the avatar image will answer questions from the visitors on selected topics, including subjects from the media models of Avatar and IBM's Watson event on Jeopardy. Considerable planning and research has gone into this project to make sure that the avatar is life-like and can engage in realistic dialog. The avatar images will resemble real individuals who have diverse demographic characteristics in order to enhance the human-computer interface. The system is designed to deal with background noise and antagonistic visitors. Evaluation at all levels (front-end, formative, and summative) will make the exhibit most effective and facilitate the goals of the project which are to inform the target audience on STEM subjects. The desire to have electronic analogs of humans has been a goal for half of a century. This project builds on prior research in this area and is one of the most sophisticated contemporary models in the field. It is anticipated that this work may contribute to future applications in education and assistance for individuals with disabilities. Moreover, engagement with the avatar may ignite curiosity among young visitors and stimulate interest in science careers.
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TEAM MEMBERS: Avelino Gonzalez Ronald DeMara
resource project Media and Technology
As an outreach program, Barb Finkleman of All American Cablevision of Columbus, OH arranged a field trip to the public access video studio in the basement of the Main Branch of the Columbus Public Library system in 1980 so that inner city children could see and meet music video producer Marshall Barnes and view his creation, The Last Communication through an arrangement with Cowtown Records and Videoworks and the Columbus Public Library. The children, all elementary school aged, listened to Marshall explain his work and the role of a video producer, as well as how a studio works. They then viewed The Last Communication, a 30 minute video animated space rock symphony that had been described by some as "Saturday morning cartoons for children on Mars". Of special note, the children were mesmerized and at one point, spontaneously began singing with the music in one section, prompting surprise from both Marshall and Barb but confirming Marshall's suspicions that children will respond to abstract stimulus within certain psychological parameters that can be exhibited aurally and visually. It was the beginning of the concrete data that years later would result in his science of technocogninetics.
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TEAM MEMBERS: Marshall Barnes All American Cablevision Cowtown Records and Videoworks Columbus Public Library
resource project Media and Technology
Museums continue to invest in and experiment with internet technologies and increasingly with social software environments (i.e., social networking). These technologies have the potential to lead to a number of important intellectual and social outcomes such as learning, community building, and greater public understanding of, in our case, science. It is the possibility of supporting learning in digital environments that is the focus of this research project. In our previous work, online facilitation has emerged as a big deal and perhaps determines successful online museum environments from unsuccessful environments. To study facilitation, we seek to understand facilitation styles and their outcomes in two distinct but representative museum environments. The first, Science Buzz at Science Museum of Minnesota, is a popular website identified by the field to be exemplary because of its educational value and its use of Web 2.0 functionality. The second case is the more distributed use of social software at the North Carolina Museum of Life and Science (MLS). Instead of creating learning platforms that are hosted internally, MLS is experimenting with building learning communities where people are already gathering on the web like Flickr, Twitter, and YouTube. We anticipate being able to identify clear, replicable facilitation styles and to identify outcomes associated with those styles.
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resource project Media and Technology
The Exploding Optic Incredible was an experiment in expanding the boundaries of art and music with science and technology. Ostensibly a multi-media rock concert as a fund raiser for Marshall Barnes' drug free creativity efforts, it took Andy Warhol's Exploding Plastic Inevitable concept of the 1960s into unchartered territory driven by Marshall's inspiration through discussions with Omni magazine's Dick Teresi and Pamela Weintraub and Gene Youngblood's book, Expanded Cinema. Marshall incorporated 1970s era slide and film projection light show effects, with dance lights, massive strobes, spotlights, and big screen video projection that showed customized and original video special effects while bands performed, and music videos in-between accompanied by lighting effects. The first multi-media rock concert of the 1990s, the January 18, 1990 event at the Newport Music Hall was also a test for the public's reaction to over stimulation through sight and sound, the results leading to exploration and ultimate creation of psychoactive entertainment technology later that year and the formation of new technological architectures for entertainment and learning that have yet to be presented but exist in design form.
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TEAM MEMBERS: Marshall Barnes
resource project Media and Technology
Marshall Barnes was chosen by Larry Bock, founder of the USA Science and Engineering Festival as a late addition to the USASEF after viewing Marshall's impressive SuperScience for High School Physics activities for National Lab Day and his emphasis on advanced concept science and technologies. Marshall was given free booth space to set-up an exhibit that featured what is now being called "STEAM" or Science, Technology, Engineering, Art, Math and was fairly interactive. Marshall's booth emphasized his actual research that the visitors could take part in or analyze themselves. He had a VCR, TV, CD player, MacBookPro laptop and his own invention - the Visual Reduction Window. There were four elements to the exhibit. There was a TV monitor that showed a scene from a movie that you could view with 3D glasses for TV that Marshall invented that work even with one eye closed. At different times that same monitor would feature footage from an experiment that Marshall conducted to produce one of Nikola Tesla's ideas that Tesla never accomplished - a wall of light. This same footage could be analyzed by the visitors - frame by frame, on the Mac computer to see exactly how the principle of resonance produced the wall of light from the build-up of reflections off a physical wall created by strobe lights. Visitors could also listen to hyperdimensional music that Marshall produced that takes any kind of music to a new listening experience. Based on the concept that music is a coded language with cues and instructions that are cognitively recognizable when translated, Marshall invented techniques and technologies that allow such translations and brought examples for visitors to listen to. They included an upcoming radio show theme and the soundtrack to a documentary on the reality behind Fox TV's FRINGE. The music featured song elements that move around between the speakers and make you feel like the music is alive. The most dramatic of all was the Visual Reduction Window, again invented by Marshall, that made kids look transparent and at times, almost completely invisible. Based on his famous research into invisibility, which is documented at the Santa Maria Experiment exhibit in the Santa Maria Education Visitor's Center in Columbus, Ohio, the effect of real life transparency is stunning and Marshall, the world's leading expert on invisibility research was able to describe the physics behind what he was doing and its applications in the real world. His approach to invisibility is superior to those methods pursued by Duke University and others, trying to do the same with metamaterials, and is based on a completely different model of invisibility that he calls, Visual Density Reduction or VDR. Using VDR techniques, Marshall can make attack helicopters, small gun boats, tanks and many other things invisible, which is why he doesn't reveal the current level of his research, due to National Security reasons. Overall, the exhibit was a wild success and serves as a model for a traveling exhibit for informal science at malls, fairs, science centers, and other festivals.
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TEAM MEMBERS: Marhsall Barnes
resource project Media and Technology
Realizing the power of CyberLearning to transform education will require vision, strategy, and an engaged, talented community. Activities are needed to energize the community, refine and sharpen the path forward, and provide a more active and ongoing forum for clarifying the big ideas and challenging questions. In response to this need, SRI International, together with the Lawrence Hall of Science and with key support from the National Geographic Society, will organize a set of activities to advance a shared vision of the future of learning, encompassing the systems, people, and technology dimensions mutually necessary for any scalable and lasting advances in education. The innovative format for these activities is inspired by the TED talks, Wikipedia, and social networking. As in TED, a small set of leading researchers will be selected to give very short, very high quality, stimulating talks. These CyberLearning Talks will be featured at a 1-day summit meeting in Washington, DC, streamed so that local cyberlearning research communities may participate at a distance, and posted on a website. As in Wikipedia, CyberLearning Pages will be created, each page featuring a synopsis of a big idea in CyberLearning and the relevant research challenges. The 1-day conference will be followed by a small 1-day workshop focusing on how to evaluate cyberlearning efforts, identify progress, and identify important new directions. Finally, to disseminate and stimulate conversation about both the video talks and Wikipedia entries, a presence for the community will be created on social networking sites. The target outcomes of the effort will be (i) a cyberlearning research community with participants from across the many current constituent communities, and fostered awareness and appreciation of the broad range of expertise and interests across that wider community; (ii) foundations for sustained discussion of big ideas, insights, and challenges to help this new community define a more engaged, crisper vision of its own future, (iii) a community resource that can become a site for interconnecting stakeholders in the CyberLearning community and supporting investigators in improving field-generated proposals, and (iv) an emerging sense of direction for CyberLearning among a wider audience of leaders. Such community building and awareness is expected to foster collaborations that will lead to innovative and research-grounded ways of using technology to transform education -- formal and informal and across a lifetime.
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resource project Media and Technology
Researchers at Michigan State University, University of Washington, Science Museum of Minnesota, and Museum of Life and Science found that there are clear indicators of learning in Science Buzz (www.sciencebuzz.org), the online museum environment studied as part of the Take 2 project. People who participate in conversations through the Buzz blog demonstrate an interest in science, and they leverage their own experiences and identities in order to share science knowledge with others. Researchers utilized indicators of learning as identified in the National Academies report on Learning Science in Informal Environments. Aspects of learning that were particularly important for an online environment like Science Buzz were interest in science, participating in science through the use of language, and identifying as someone who knows about or uses science. Researchers found that Science Buzz participants had a strong interest in scientific issues, utilized argumentation strategies--an important scientific practice--and identified with the importance of science in their lives. In particular: (1) Interest in scientific issues, caring about scientific issues, identifying personally with scientific issues were commonly evident in Science Buzz; (2) There is widespread use of argumentation in relation to scientific issues, an important scientific practice, although the quality of the scientific reasoning associated with these argumentation practices varies; (3) The co-construction of identity between online participants and the host museum is a potentially powerful outcome, as it suggests that online learning environments can facilitate longer-term relationships; (4) The analytical tools developed by this project advance our ability to understand learning in online environments; (5) While some indicators of learning are present, others, such as reflecting on science or co-constructing science knowledge with others, are not present. For museums, encouraging museum staff to engage digital tools and online participants is relatively easy. However, measuring online activity with regard to complex outcomes like learning is extremely difficult. Perhaps the most useful outcome of the Take 2 project, therefore, is a tool that will enable museums to make sense of online activity in relation to powerful outcomes like learning.
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TEAM MEMBERS: kris morrissey Jeff Grabill Bill Hart-Davidson Kirsten Ellenbogen Deborah Perry Troy Livingston Stacey Pigg Katie Wittenauer Beck Tench Alex Curio