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resource project Exhibitions
This project will engage underserved Native and non-native youth and adults in environmental science content and awareness through innovative exhibitions and hands-on activities. Traditional ecological knowledge (TEK) and western science will be communicated and promoted within culturally relevant contexts as valuable, complementary ways of knowing, understanding, and caring for the world. The Oregon Museum of Science and Industry (OMSI), the lead institution, and its partner organizations, The Indigenous Education Institute (IEI), The National Museum of the American Indian (NMAI), the Tramastklikt Cultural Institute, the Confederated Tribes of the Umatilla Indian Reservation, the Hibub Cultural Center and Natural History Preserve (Tulalip Tribes) will work collaboratively to develop and deliver all aspects of the project. An estimated 1.5 million Native American and non-Native American youth and adults are expected to be engaged in the project\'s exhibits, website, and activity kits over the five year duration of the project. Native American and non-Native American youth (ages 11-14) and their families from the Portland area and visitors to national science centers, tribal museums, and members of Native American organizations and service providers will be targeted for participation in Generations of Knowledge activities. In addition, the Professional Collaborative component will bring professionals from the partnering organizations to share resources, professional opportunities, and document their collaborative process. OMSI, project partners, Native scientists, tribal museum partner, exhibit developers, advisors, and members of various Native American communities will work collaboratively to develop four integrated deliverables. Each deliverable will be interconnected and designed to accommodate a variety of venues and audiences. Project deliverables include: (a) a 2,000 sq ft traveling exhibition, (b) a small traveling graphic panel exhibition, (c) an online virtual exhibition, (d) an activity kit for Native youth in informal and formal settings, and (e) opportunities and resources for reciprocal collaboration between ISE and Native American partners through a professional collaborative initiative. IEI and advisors from RMC Research and Native Pathways will conduct the external evaluation using a mixed method, community-based participatory research (CBPR) approach. Formative and summative evaluative data will be used to monitor, assess, and inform the project and the extent to which project goals have been met and the intended impacts achieved. The anticipated project outcomes include (but not limited to): (a) an awareness and understanding of the interconnectedness of TEK and western science, (b) a recognition of the relevancy and value of TEK and western science for understanding and caring for the natural world, (c) intergenerational learning and discussions about related TEK and western science issues, and (d) an increased capacity, supported by evidence, among the project team and partners to facilitate reciprocal collaborative efforts. This project builds on a long history of successful NSF/DRL supported work led by OMSI and IEI. It also extends existing traditional ecological knowledge focused work through a culturally contextualized hands-on traveling and virtual exhibitions, a rigorous professional development component, highly visible national partners (e.g., NMAI), and a national reach to over one million Native American and non-Native American youth and adults over a five year period. The project\'s research and evaluation findings will add to the knowledge base on strategies that can be employed to communicate and promote TEK and western science as complementary, valuable was of understanding and caring for the natural world.
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TEAM MEMBERS: Victoria Coats Lori Erickson Nancy Maryboy David Begay Jill Stein
resource project Media and Technology
Life on Earth aims to advance (1) public understanding of the history of life on Earth and biodiversity, and (2) our knowledge of how people interact and learn from large interactive science data visualizations on multi-touch displays in public settings. Our multi-institutional project team has developed the DeepTree, the FloTree, and Build-A-Tree (BAT). The focal exhibit, called the DeepTree, utilizing large data sets from four online databases including Tree of Life web project (www.tolweb.org), Encyclopedia of Life (www.eol.org), National Center for Biotechnology Information (https://www.ncbi.nlm.nih.gov/) and Time Tree (www.timetree.org), allow museum visitors to explore the relationships of 70,000 species, spanning over 3.5 billion years of evolutionary history using touch gestures on a large multi-touch computer display. Embedded inside the DeepTree, the "FloTree" encourages exploration of evolutionary processes within a single population. "Build-a-Tree" (BAT) is a multi-level phylogenetic tree-building game. These learning experiences are designed to target core evolutionary concepts and be self-directed, physically interactive, embodied, and collaborative. The Life on Earth exhibit has been installed at California Academy of Sciences in San Francisco, the Field Museum in Chicago, University of Nebraska State Museum in Lincoln Nebraska, and Harvard Museum of Natural in Cambridge Massachusetts. Please visit the Life on Earth website at https://lifeonearth.seas.harvard.edu/ to find more details on publications, and the ongoing learning research and summative evaluation. The Life on Earth project brings together a team of interdisciplinary researchers in human-computer interaction and information visualization, learning sciences, museum exhibit design, cognitive and developmental psychology, and evolutionary biology.
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TEAM MEMBERS: Chia Shen Judy Diamond Harvard University E. Margaret Evans Michael Horn Florian Block Brenda Caldwell Phillips Jim Hammerman Jon Christiansen Amy Spiegel
resource project Public Programs
Boston's Museum of Science (MOS), with Harvard as its university research partner, is extending, disseminating, and further evaluating their NSF-funded (DRL-0714706) Living Laboratory model of informal cognitive science education. In this model, early-childhood researchers have both conducted research in the MOS Discovery Center for young children and interacted with visitors during the museum's operating hours about what their research is finding about child development and cognition. Several methods of interacting with adult visitors were designed and evaluated, including the use of "research toys" as exhibits and interpretation materials. Summative evaluation of the original work indicated positive outcomes on all targeted audiences - adults with young children, museum educators, and researchers. The project is now broadening the implementation of the model by establishing three additional museum Hub Sites, each with university partners - Maryland Science Center (with Johns Hopkins), Madison Children's Museum (with University of Wisconsin, Madison), and Oregon Museum of Science and Industry (with Lewis & Clark College). The audiences continue to include researchers (including graduate and undergraduate students); museum educators; and adults with children visiting the museums. Deliverables consist of: (1) establishment of the Living Lab model at the Hub sites and continued improvement of the MOS site, (2) a virtual Hub portal for the four sites and others around the country, (3) tool-kit resources for both museums and scientists, and (4) professional symposia at all sites. Intended outcomes are: (1) improve museum educators' and museum visiting adults' understanding of cognitive/developmental psychology and research and its application to raising their children, (2) improve researchers' ability to communicate with the public and to conduct their research at the museums, and (3) increase interest in, knowledge about, and application of this model throughout the museum community and grow a network of such collaborations.
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resource project Exhibitions
This research project, from The University of Central Florida, and the Museum of Science and Industry, investigates a three-cycle research and development process where middle school student learners will be immersed in a mixed reality environment while interacting with functional metaphors to determine the effects of conceptual change, motivation and scientific habits of mind while engaged in learning physics content. The project is guided by the following research questions: How does the opportunity to embody elements of an immersive simulation affect a learner's propensity to experience conceptual change and develop scientific habits of mind? What design features of missed reality environments best support metaphors? What metrics are most effective for assessing learning through body-based metaphors? What are the practical considerations to creating immersive metaphor-based learning experiences in ISE institutions such as a Science Center? The investigators will use a between subjects mixed method approach with middle school students (N = 360) involving three research cycles that are performed in controlled conditions. The multiple iterations will allow modifications to the study's design to dig deeper into the data and afford more careful analysis, revisions and modifications to simulation content, protocol and data collection instruments and the technology installation. Middle school students will be recruited from local schools and the Museum of Science and Industry visitors. The evaluation plan includes the assessment of perceived values of using whole-body metaphors within mixed reality environments to learn physics. Professional audiences, educators and ISE practitioners will assess the impact, design and content associated with research on learning, mixed reality design, science and physics education. Research on understanding the process of using whole-body interactions in a mixed reality environments will help educational researchers and practitioners in the field understand the effectiveness of metaphor based learning of scientific concepts with whole body interactions. This project contributes knowledge about how people learn within informal settings. This theory-driven design approach has the potential for broad implementation in both formal and informal environments.
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TEAM MEMBERS: Robb Lindgren Charles Hughes Michael Moshell Eileen Smith Shaun Gallagher
resource project Media and Technology
In this full-scale research and development project, Oregon State University (OSU), Oregon Sea Grant (OSG) and the Hatfield Marine Science Center Visitors Center (HMSCVC) is designing, developing, implementing, researching and evaluating a cyberlaboratory in a museum setting. The cyberlaboratory will provide three earth and marine science learning experiences with research and evaluation interwoven with visitor experiences. The research platform will focus on: 1) a climate change exhibit that will enable research on identity, values and opinion; 2) a wave tank exhibit that will enable research on group dynamics and problem solving in interactive engineering challenges; and 3) remote sensing exhibits that will enable research on visitor interactions through the use of real data and simulations. This project will provide the informal science educaton community with a suite of tools to evaluate learning experiences with emerging technologies using an iterative process. The team will also make available to the informal science community their answers to the following research questions: For the climate change exhibit, "To what extent does customizing content delivery based on real-time visitor input promote learning?" For the wave tank exhibit, "To what extent do opportunities to reflect on and share experiences promote STEM reasoning processes at a build-and-test exhibit?" For the data-sensing exhibit, "Can visitors' abilities to explain or use visualizations be improved by shaping their visual searches of images?" Mixed-methods using interviews, surveys, behavioral instruments, and participant observations will be used to evaluate the overall program. Approximately 60-100 informal science education professionals will discuss and test the viability of the exhibit's evaluation tools. More than 150,000 visitors, along with community members and local middle and high school students, will have the opportunity to participate in the learning experiences at the HMSCVC. This work contributes to the fields of cyberlearning and informal science education. This project provides the informal science education field with important knowledge about learning, customized content delivery and evaluation tools that are used in informal science settings.
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TEAM MEMBERS: Shawn Rowe Nancee Hunter Jenny East
resource project Public Programs
The Exploratorium and the Museum of Life and Science will develop, evaluate and implement Science of Sharing, a three-year full-scale development project designed to bring the scientific study of human social behavior to a broad public audience. Science of Sharing will create new ways for visitors to experiment with social psychology and will generate important information for informal science institutions committed to involving visitors in discussions of personal, societal, and scientific responses to real-world challenges. Science of Sharing addresses a critical ISE issue: creating ways for visitors to experiment with inquiry based exhibits and activities that heighten public knowledge of the study of human social behavior. Based on research in social psychology and game theory, the project (a) fosters public engagement in activities exploring collaborative behavior and resource sharing; (b) promotes awareness of connections between these experiences and STEM-related research in psychology and economics; and (c) links individual behaviors to real-world issues of resource depletion and group conflict. The primary audience is youth and youth-adult museum visitors, with particular focus on underrepresented communities with limited access to communication technologies. The secondary audience is ISE professionals with interest in new kinds of interactive experience and visualization tools focusing on social behavior and techniques for fostering social interaction and public discussion of science. The project will (1) conduct front end evaluation to assess visitor attitudes and knowledge about issues of cooperation and resource use; (2) design, prototype, and evaluate 15 inquiry-based exhibits and 4 Experimonths (public events with web, museum, and community-based components on social-psychological topics); (3) conduct design-based research to investigate aspects of these exhibits and activities that prompt self-reflection and build metacognitive skills; and (4) work with local school districts to adapt exhibits for classroom use.
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TEAM MEMBERS: Hugh McDonald Josh Gutwill Troy Livingston
resource project Exhibitions
Building on their successful traveling exhibition and Web site, "Invention at Play," funded by the NSF Informal Science Education Program, the Smithsonian's Lemelson Center for the Study of Invention and Innovation (National Museum of American History) in collaboration with Smithsonian Affiliates around the country developed "Places of Invention" (POI). Major deliverables included an interactive 3,300 square-foot permanent exhibition at NMAH and a Web site that focus on practicing inventive skill-building and illustrating the ways that place and social collaboration shape the creative process. The POI exhibition features six stories about "hot spots" of American invention from the mid-19th century to the present, each providing hands-on experiences that relate to particular "21st Century skills" and to the social, psychological, and spatial dimensions of invention, science, and engineering. The project also intends to establish a new model for the co-creation of exhibition content among NMAH visitors, Web site users, Lemelson Center staff, and 12 partnering Smithsonian Affiliate museums through an Interactive Map. Here both in-gallery and online visitors can explore stories and videos produced by NMAH and Smithsonian Affiliate staff (and their community partners) and also share stories of their own communities as “places of invention.”
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TEAM MEMBERS: Monica Smith
resource project Media and Technology
This is a Communicating Research to Public Audiences (CRPA) award that addresses the issues around the Chacoan people and their impact on the Middle San Juan region of New Mexico during the era of 1050-1150 AD. This area and its people have been the subject of interest to the Archaeological field with studies and a PBS documentary suggesting solar system awareness and use. This prooject goes beyond the past data providing modern interpretation of the site and the Chacoan people's impact via migration. The primary collaborators on this project are the Center for Desert Archaeology, Aztec Ruins National Monument, Salmon Ruins Museum, and the Mesa Verde National Park (National Park system). The project design includes exhibits at two museums (Aztec Ruins National Monument and Salmon Ruins) with interactive touch-screen computer systems which enable the visitors to digitally tour the Aztec and Salmon pueblos viewing architecture, artifacts, and the landscape of the Middle San Juan area. Visitors will also be able to manipulate 3-D animations, deriving their own experiences and choices. Finally, there will be fixed interactive displays. In this way, the visitor will be able to go back and recreate the past. Using the methods and artifacts participants will be able to derive the migration of the Chaco peoples and their impacts on the pueblos. It is anticipated that the digital media will be shared on the internet for extended impact. Evaluation by outside consultants consists of front-end and summative analyses. The intended outcomes include increasing the knowledge of local citizens using the interactive exhibit with two languages and cultural correctness. Youth will be served in a similar manner. In addition, the participants will be acquainted with the techniques used by the scientists thereby imparting logic, methodologies, and interpretation skills.
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TEAM MEMBERS: Paul Reed Douglas Gann
resource project Public Programs
The Museum of Science, Boston (MOS) and its primary collaborators, the Science Museum of Minnesota (St. Paul, MN) and the Exploratorium (San Francisco, CA), are continuing and expanding the Nanoscale Informal Science Education Network (NISE Net), which has been in operation since 2005. NISE Net has established a national infrastructure of over one-hundred hands-on science centers and universities within seven regional hubs with the goal of fostering public awareness, engagement and understanding of nanoscale science and engineering (NSE). As part of this undertaking, NISE Net partners have: - created a nation-wide set of annual events called NanoDays; - developed dozens of interactive exhibits, media-based products, programs, and public forums based on NSE; - generated new knowledge about the design for learning about NSE, its applications, and societal implications; - produced a network that involves informal educators and researchers; and - developed a Web site for professionals, www.nisenet.org, that includes several resources for educators and researchers, including a catalog of educational products. During the next five years (2010 - 2014), NISE Net will continue to develop new educational products, deepen the involvement of current partnerships in nanoscale informal science education, and expand the number of partners overall to 300 organizations. The advisory committee, content steering committee, regional hubs, and other work groups will continue to develop collaborative relationships between museums and university-based NSE research centers, including Materials Research Science and Engineering Research Centers (MRSECs) and Nanoscale Science and Engineering Centers (NSECs). A Diversity, Equity, and Access group will actively support, foster, and encourage the NISE Net\'s efforts to reach diverse audiences with regard to geography, dis/ability, gender, race/ethnicity, language, and income. Four research studies will be conducted: Partnership and Network, Institutional Change, Learning Progressions, and Evidence-Based Decision Making.
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resource project Exhibitions
This award provides critical support to continue operating the Public Observatory at the National Air and Space Museum (NASM) beyond the initial two-year period of construction, opening, and initial operation, and to keep it viable until it can become a permanent fully endowed education and public outreach feature on the National Mall.
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TEAM MEMBERS: David DeVorkin Katie Moore
resource project Public Programs
Advances in genomics are rapidly increasing our understanding of not only the human body, disease and health-related issues but how humans and other species interact and respond to changing environments. Genomics represents a scientific frontier that connects with individuals and families at the most personal level, with the potential to shape the future of human healthcare. However, advances in genomics and their implications for personalized medicine are far out-pacing public awareness and knowledge. The Connecticut Science Center and the University of Connecticut partnered under a National Science Foundation funded collaboration between Dr. Rachel O'Neill, UCONN, and Dr. Hank Gruner, Connecticut Science Center, and the National Center for Science & Civic Engagement to engage the public in developing a conceptual understanding of genomics.
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TEAM MEMBERS: Connecticut Science Center Rachel O'Neill Hank Gruner
resource project Public Programs
Health care in the United States is expensive and complex, and there are many competing interests that make it an increasing necessity for health care consumers to take an active role to better advocate for themselves and those who are impacted by the decisions that are made. Making effective health care choices requires both science literacy and critical thinking skills to understand and evaluate options. The Weighing the Evidence (tentative title) project team will work with medical experts, researchers, health and medicine journalists, and community partners to improve visitors’ critical analysis skills and ability to review evidence so that they can make informed health care decisions. To meet this goal a traveling exhibition will be developed utilizing a unique collection of historical and contemporary quack medical devices donated to the Science Museum of Minnesota when the Museum of Questionable Medical Devises closed in 2002. While the collection is rich in fun and entertainment, it also offers a multitude of opportunities to reflect on science, society and ethics, skepticism, and objectivity. This collection, along with interactive experiences, theater programs, outreach programming and a companion web site will provide visitors with the tools needed to become more knowledgeable health care consumers.
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TEAM MEMBERS: Laurie Fink Bette Schmit