What information are virtual visitors looking for on museum Web sites? This paper is a first step in a larger investigation into the informational value of museum Web sites. Scholars, teachers, students, museums staff, and museum visitors are the main categories of visitors examined in this study. Questions were asked of these museum audiences about their use of museum Web sites, museum databases, and other aspects of virtual visits.
This article reports on a study which used results from 119 scenario–based evaluations of 36 museum Web sites to develop a conceptual framework for analyzing the usability flaws of museum Web sites. It identifies 15 unique dimensions, grouped into five categories, that exemplify usability problems common to many museum Web sites. Each dimension is discussed in detail, and typical examples are provided, based on actual usability flaws observed during the evaluations. The availability of this conceptual framework will help the designers of museum Web sites improve the overall usability of museum
This article focuses on understanding how games and immersive participatory simulations, with their focus on doing science, are becoming an emerging type of curricula for supporting science education. It discusses the theoretical frameworks positing that knowing is a contextual and participatory act. The context in which one learns any particular content shapes resultant understandings of that content. Moreover, knowledge and skills in science should be established as an inquiry process and that new technologies and design methodologies can facilitate this process.
The question, "What constitutes a reasonable, useful agenda for research into science learning in out-of-school, free-choice environments?" has surfaced with increasing frequency over the past 10 years or so. One event that helped move the agenda forward was the National Science Foundation-funded conference, "Public Institutions for Personal Learning: Understanding the Long-term Impact of Museums," held in Annapolis in 1994. The proceedings of this conference, published by the American Association of Museums (Falk & Dierking, 1995), reflected a large step forward in setting out the research
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project that uses the living laboratory model of informal cognitive science education to establish additional museum hubs.
These slides accompanied the plenary talk given by Joan Ferrini-Mundy at the 2014 AISL PI Meeting in Washington, DC. Dr. Ferrini-Mundy connected the history of National Science Foundation (NSF) support for informal STEM education with the roles that it will continue to play within the Directorate of Education and Human Resources (EHR) at NSF.
A study of docent-led guided school tours at a museum of natural history was investigated. Researchers engaged in naturalistic inquiry to describe how natural history content was conveyed to students and what students gained from this model of touring. They also investigated how the content and pedagogy within the guided tour complemented recommendations from formal science standards documents and informal learning literature. About 30 visiting school groups in Grades 2-8 were observed. Teachers (n = 30) and select students (n = 85) were interviewed. Researchers found that tours were organized
Negative attitudes toward math, characterized in part by dislike of, disinterest in, and low self-confidence in math, are so pervasive in the United States as to have become socially acceptable. Some science centers, as institutions dedicated to inspiring interest in STEM fields, have incorporated more opportunities for visitors to engage with math, but such exhibits and programs have been designed mainly for children and family groups. This mixed methods study examines the math-related attitudes and interests of participants in a popular form of science center-sponsored program for adults
This paper was presented at the 10th International Conference on Public Communication of Science and Technology (PCST-10). The authors conducted a survey to lay the groundwork for a national survey to determine the relative importance of science communication to university scientists and engineers, to reveal what factors facilitate or impede communication of science to the non-specialist public on communicating their research, and to provide evidence to substantiate where resources should be targeted and to help develop programming for innovative and effective public engagement.
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Susi Sturzenegger-VarvayanisGina EoscoSara BallKelvin LeeMegan HalpernBruce Lewenstein
If the science research and education community is to increase the number and degree of commitment of scientists who participate in public engagement activities, we must understand their perceptions of values, obstacles, and incentives in the science academic environment. This document contains a preliminary distillation of the results of two surveys (2012, 2014) that begins the process of understanding attitudes of science academics and science administrators.
In this article, we describe a preliminary study that integrates research on engineering design activities for K-12 students with work on microworlds as learning tools. Here, we extend these bodies of research by exploring whether - and how - authentic recreations of engineering practices can help students develop conceptual understanding of physics. We focus on the design-build-test (DBT) cycle used by professional engineers in simulation-based rapid modeling. In this experiment, middle-school students worked for 10 hr during a single weekend to solve engineering design challenges using
Auditory forms of nonpersonal communication have rarely been evaluated in informal settings like parks and museums. This study evaluated the effect of an interpretive audio tour on visitor knowledge and social behavior at Carlsbad Caverns National Park. A cross-sectional pretest/posttest quasi-experimental design compared the responses of audio tour users (n = 123) and nonusers (n = 131) on several knowledge questions. Observations (n = 700) conducted at seven sites within the caverns documented sign reading, time spent listening to the audio, within group conversation, and other social