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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 Public Programs
This paper analyzes the effectiveness of real people (actors) as communicators of messages in museums. It includes findings from an evaluation of professional actors, who assume the roles of fictitious and real characters from the history of science, technology, and medicine at the Science Museum in London. The study attempted to understand more fully how visitors react to such live interpretations.
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TEAM MEMBERS: Sandra Bicknell Susie Fisher
resource research Public Programs
This report presents front-end evaluation findings at the North Carolina Transportation Museum. The study was conducted to assist with the formidable task of programming the 110,000-square-foot roadhouse and to provide data for researchers and exhibit designers. Front-end evaluation goals included: (1) determine if pre-existing or natural traffic flow patterns were present in the roundhouse; (2) evaluate visitor interest in proposed research topics; and (3) obtain visitor reactions, insights, attitudes and expectations concerning proposed roundhouse programming.
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TEAM MEMBERS: John Beaver
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 Exhibitions
This is a summary of A.W. Melton's 1936 paper, "Distribution of Attention in Galleries in a Museum of Science and Industry." Melton studied the role of movement in attracting visitors by evaluating a gear-shaper located in the machine tool section of the New York Museum of Science and Industry. Melton determined that while any kind of movement attracts visitors, the overall consequences of this movement on the exhibit may not be be positive.
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TEAM MEMBERS: Stephen Bitgood
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 research Informal/Formal Connections
Following a 2011 report by the National Research Council (NRC) on successful K-12 education in science, technology, engineering, and mathematics (STEM), Congress asked the National Science Foundation to identify methods for tracking progress toward the report's recommendations. In response, the NRC convened the Committee on an Evaluation Framework for Successful K-12 STEM Education to take on this assignment. The committee developed 14 indicators linked to the 2011 report's recommendations. By providing a focused set of key indicators related to students' access to quality learning, educator's
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TEAM MEMBERS: National Research Council
resource research Media and Technology
Robotics brings together learning across mechanism, computation and interaction using the compelling model of real-time interaction with physically instantiated intelligent devices. The project described here is the third stage of the Personal Rover Project, which aims to produce technology, curriculum and evaluation techniques for use with after-school, out-of-school and informal learning environments mediated by robotics. Our most recent work has resulted in the Personal Exploration Rover (PER), whose goal is to create and evaluate a robot interaction that will educate members of the general
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TEAM MEMBERS: Illah Nourbakhsh Emily Hamner Debra Bernstein Kevin Crowley Ellen Ayoob Mark Lotter Skip Shelly Thomas Hsiu Eric Porter Brian Dunlavey Daniel Clancy
resource research Media and Technology
Children’s worlds are increasingly populated by intelligent technologies. This has raised a number of questions about the ways in which technology can change children’s ideas about important concepts, like what it means to be alive or smart. In this study, we examined the impact of experience with intelligent technologies on children’s ideas about robot intelligence. A total of 60 children aged 4 through 7 were asked to identify the intellectual, psychological, and biological characteristics of 8 entities that differed in terms of their life status and intellectual capabilities. Results
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TEAM MEMBERS: Debra Bernstein
resource research Media and Technology
As an increasing number of robots have been designed to interact with people on a regular basis, research into human-robot interaction has become more widespread. At the same time, little work has been done on the problem of longterm human-robot interaction, in which a human uses a robot for a period of weeks or months. As people spend more time with a robot, it is expected that how they make sense of the robot - their “cognitive model” of it - may change over time. In order to identify factors that will be critical to the future development of a quantitative cognitive model of long-term human
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TEAM MEMBERS: Kristen Stubbs Debra Bernstein Kevin Crowley Illah Nourbakhsh
resource research Media and Technology
To help answer questions about the behavior of participants in human-robot systems, we propose the Cognitive Evaluation of Human-Robot Systems (CEHRS) method based on our work with the Personal Exploration Rover (PER). The CEHRS method consists of six steps: (1) identify all system participants, (2) collect data from all participant groups, including the system’s creators, (3) analyze participant data in light of system-wide goals, (4) answer targeted questions about each participant group to determine the flow of knowledge, information, and influence throughout the system, (5) look for
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TEAM MEMBERS: Kristin Stubbs Debra Bernstein Kevin Crowley Illah Nourbakhsh
resource research Media and Technology
The authors present an exploratory study of Black middle school boys who play digital games. The study was conducted through observations and interviews with Black American middle school boys about digital games as an informal learning experience. The first goal of the study is to understand the cultural context that Black students from economically disadvantaged inner-city neighborhoods bring to playing digital games. The second goal of the study is to examine how this cultural context affects the learning opportunities with games. Third, the authors examine how differences in game play are
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TEAM MEMBERS: Betsy James DiSalvo Kevin Crowley Roy Norwood