Skip to main content

Community Repository Search Results

resource research Media and Technology
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
DATE:
TEAM MEMBERS: Oregon Museum of Science and Industry Kyrie Thompson Kellett Marilyn Johnson Marcie Benne Chris Cardiel Barry Walther Mary Soots Scott Pattison
resource evaluation Media and Technology
This report presents the results of a front-end evaluation with Saint Louis Science Center visitors on the topics of Mars, Mars exploration, engineering, and robotics. This work was conducted by the Research & Evaluation Department of the Saint Louis Science Center. This front-end study was designed to inform the content development of the Bridging Earth and Mars (BEAM) exhibition, which is being developed by the Saint Louis Science Center with the support of funding from NASA. The main objective of the evaluation was to gather information from Science Center visitors about their familiarity
DATE:
TEAM MEMBERS: Saint Louis Science Center Betsy O'Brien Kelley Staab Elisa Israel
resource evaluation Media and Technology
Rockman et al (REA), in partnership with Marti Louw and the University of Pittsburgh Center for Learning in Out-of-School Environments (UPCLOSE), conducted a summative evaluation in Fall 2012-Spring 2013 of a temporary museum exhibition at the Carnegie Museum of Natural History (CMNH) in Pittsburgh, PA called, Stories in the Rock. The exhibition highlighted CMNH researchers’ documentation of ancient petroglyph sites in Saudi Arabia using GigaPan technology to capture high-resolution, zoomable images of the rock art. The exhibition centers around an activity called the Explorable Image, a
DATE:
TEAM MEMBERS: University of Pittsburgh Center for Learning in Out-of-School Environments Camellia Sanford-Dolly
resource project Media and Technology
The Rochester Museum & Science Center (RMSC) requests funding to complete initial plans for Innovation Place (working title), a major new 10,000 sq. ft. exhibition in RMSC’s third floor galleries that promotes understanding of Rochester’s technological history and its culture of invention and innovation. Collections objects, immersive environments, multimedia presentations, and interactives will be used to tell stories of invention and innovation from Rochester’s beginnings as the nation’s first boomtown after the opening of the Erie Canal to its current rank among the top knowledge-based economies in the world. By combining the sciences and the humanities into a single exhibition, this project will critically frame and interpret new questions about Rochester as a laboratory of significant technologies – on the local, national, and global levels – and the changes in regional culture and economics that both inspire, and result from, their invention.
DATE: -
TEAM MEMBERS: Kathryn Murano
resource evaluation Media and Technology
The Lemelson Center for the Study of Invention and Innovation at the Smithsonian’s National Museum of American History (NMAH) contracted Randi Korn & Associates, Inc. (RK&A) to conduct a formative evaluation for Places of Invention, an exhibition funded by the National Science Foundation. The study explored visitors’ use and interpretation of the prototypes (including barriers to use and interpretation), understanding of the relationships among people-place-invention and 21st century skills, and interpretation of what the Places of Invention exhibition is about. How did we approach this study
DATE:
TEAM MEMBERS: Lemelson Center for the Study of Invention and Innovation Randi Korn Emily Craig Amanda Krantz National Museum of American History Smithsonian Institution
resource research Media and Technology
This paper presents ten guiding principles for designing construction kits for kids: design for designers; low floors and wide walls; make powerful ideas salient - not forced; support many paths, many styles; make it as simple as possible - and maybe even simpler; choose black boxes carefully; a little bit of programming goes a long way; give people what they want - not what they ask for; invent things that you would want to use yourself; and iterate, iterate - then iterate again.
DATE:
TEAM MEMBERS: Mitchel Resnick Brian Silverman