This EAGER project sought to generate early knowledge for the museum field about the capabilities and limitations of an Indoor Positioning System to: 1) automate the collection of visitor movement data for museum research, and 2) enable location-aware applications designed to support museum visitor learning. Working with Qualcomm, Inc., the Exploratorium installed and experimented with an early prototype of a whole-museum, WiFi-based IPS that acquired and processed timestamped location data (latitude/longitude) from mobile test devices, similar to cell phones. The project 1) defined IPS ground
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. Using hand-held mobile devices this project would test specialized Signing Glossaries for Science Exhibits (SGSE). The glossaries are developed from 5000 unique signing terms specific to the science in 6 partner institutions and designed to reach families with at least one member, ages 5-12+, who is deaf or hard of hearing and uses American Sign Language (ASL) for communication. The project would demonstrate the potential effectiveness of the venue-specific signing glossaries to enhance access to STEM learning during visits to informal STEM learning environments such as aquariums, botanical gardens, natural history museums, nature centers, science museums, and zoos.
While utilizing existing domain specific signing terms, the project will adapt and improve on their use in content specific informal science venues to increase the opportunity for the target audience to both enjoy and benefit from the wide array of informal science learning opportunities available to this group. The research should reveal how this approach might benefit those with other types of disabilities. The research questions are designed to understand both how family members might interact with a hearing disabled family member as well as how the disabled individual might learn more about a variety of STEM content in a setting that is not domain specific but uses the influence of science exhibits to inform, engage and interest members of the public generally.
Domain specific signing dictionaries have been developed, many by this PI, to address access to content specific topics in STEM. This proposal extends this concept to informal learning environments that are content specific to increase the opportunity for those with hearing disabilities to increase their capability to both enjoy informal science learning venues and to understand more of what these venues provide in terms of science learning.
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:
Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.
Linked to these objectives were three project goals:
Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]
The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.
Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.
Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.
Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS:
Deb DunkhaseKristen MissallBenjamin DeVane
Roots of Wisdom (also known as Generations of Knowledge; NSF-DRL #1010559) is a project funded by the National Science Foundation that aims to engage Native and non-Native youth (ages 11-14) and their families in Traditional Ecological Knowledge (TEK) and western science within culturally relevant contexts that present both worldviews as valuable, complementary ways of knowing, understanding, and caring for the natural world. The Oregon Museum of Science and Industry (OMSI) and its partner organizations, The Indigenous Education Institute (IEI), The National Museum of the American Indian (NMAI
Roots of Wisdom (also known as Generations of Knowledge) is a 5-year project funded by the National Science Foundation (NSF-DRL #1010559) in support of a cross-cultural reciprocal collaboration to develop a traveling exhibit, banner exhibit, and education resources that bring together Traditional Ecological Knowledge (TEK) and western science. The summative evaluation for public audience impacts was conducted by the Lifelong Learning Group (COSI, Columbus, OH), in collaboration with Native Pathways (Laguna, NM).
The Summative Study of the Nano Mini-exhibition took place during the spring and summer of 2012. After being observed during their Mini-exhibition experience, 455 visitors across six different partner institutions participated in surveys and interviews with NISE Net evaluation team members. This report begins by describing the key findings of the study in detail, with additional information about study methods, instruments, and two exploratory sub-studies found in the Appendices.
Providence Children’s Museum was tasked with examining how children demonstrate their learning and thinking through their play at the museum, and how exhibit activities and resources can be designed to build awareness of these learning processes among children’s caregivers and museum educators. The project team created a set of resources, including an exhibit space called Mind Lab, a Circuit Block activity, and an Observation Tool for caregivers that highlighted different types of behaviors associated with learning that happens naturally while children play. Rockman et al conducted a summative
The iSaveSpecies project was created by Project Dragonfly at Miami University, in partnership with a national consortium of zoos and aquariums. A central goal of the project was designing and implementing a socially-networked exhibit system to engage family visitors to zoos and aquariums in inquiry and conservation, and the inquiry and action tools created under iSaveSpecies resulted in an evolving library of exhibit interactives adapted by partner institutions to suit the particular needs of their visitors. This report focuses on the two waves of networked exhibit kiosks: the first wave
The iSaveSpecies project, created by Project Dragonfly at Miami University and a consortium of zoos and aquariums, designed and implemented a socially-networked exhibit system to engage family visitors to zoos and aquariums in inquiry and conservation. The second wave of the iSaveSpecies exhibit stations focused on Sustaining Life, allowing families to conduct research and learn about conservation efforts. The Toledo Zoo incorporated three research and/or action-based touchscreen kiosks in their Tembo Trail (elephant) exhibit.
In this report, we describe the impact of the kiosks to engage
The iSaveSpecies project, created by Project Dragonfly at Miami University and a consortium of zoos and aquariums, designed and implemented a socially-networked exhibit system to engage family visitors to zoos and aquariums in inquiry and conservation. The second wave of the iSaveSpecies exhibit stations focused on Sustaining Life, allowing families to conduct research and learn about conservation efforts. The Oregon Zoo incorporated three research and/or action-based touchscreen kiosks in their Predators of the Serengeti exhibit. In this report, we describe the impact of the kiosks to
The iSaveSpecies project, created by Project Dragonfly at Miami University and a consortium of zoos and aquariums, designed and implemented a socially-networked exhibit system to engage family visitors to zoos and aquariums in inquiry and conservation. The second wave of the iSaveSpecies exhibit stations focused on Sustaining Life, allowing families to conduct research and learn about conservation efforts. The Chicago Zoological Society/Brookfield Zoo incorporated two of these touchscreen-based kiosks in their Living Coast area exhibit.
In this report, we describe the impact of the kiosks
The iSaveSpecies project, created by Project Dragonfly at Miami University and a consortium of zoos, museums, and aquariums, designed and implemented a socially-networked exhibit system to engage family visitors to museums, zoos, and aquariums in inquiry and conservation. The second wave of the iSaveSpecies exhibit stations focused on Sustaining Life, allowing families to conduct research and learn about conservation efforts. The Boonshoft Museum incorporated three of these touchscreen-based research and action kiosks in their Mead Westvaco Hallway and Treehouse area exhibit.
In this