When children encounter museum exhibits, they find rich opportunities for action, perception, learning, and other forms of cognition. Can we see systematic organization in the children’s behavior, and by extension, their cognition? What would count as evidence of this organization? Based on an account of cognition as embodied, situated, and culturally mediated, this research illustrates how some cognition can be directly observed, manifested through interactions among modalities, people and objects in a distributed cognitive system. This field study uses micro- and macro-analyses of behavioral
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
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TEAM MEMBERS:
Michael HornErin SoloveyR. Jordan CrouserRobert Jacob
In this paper we describe the design and initial evaluation of a tangible computer programming exhibit for children on display at the Boston Museum of Science. We also discuss five design considerations for tangible interfaces in science museums that guided our development and evaluation. In doing so, we propose the notion of passive tangible interfaces. Passive tangibles serve as a way to address practical issues involving tangible interaction in public settings and as a design strategy to promote reflective thinking. Results from our evaluation indicate that passive tangibles can preserve
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TEAM MEMBERS:
Michael HornErin SoloveyRobert Jacob
The development and use of the Web by science-technology museums, mass media, and other informal science learning resource centers to enable remote public access to their resources and expand their educational outreach programs has grown enormously over the past decade. Similarly, many "open source" learning and education portals are rapidly growing into major free global lifelong learning resources. At the same time, U.S. student achievement in science in middle and high schools continues to be lag far behind that of students in many developed countries, and many American K-8 science teachers
The EU-funded MultiMatch project aims to overcome language barriers, and media and distribution problems currently affecting access to on-line cultural heritage material. Partners are developing a vertical search engine able to harvest heterogeneous information from distributed sources and present it in a synthesized manner. To design such a system, user requirements were initially gathered and then translated into specific design features to ensure that the search engine developed was consistent with user needs. This paper presents these user requirements, the initial design of the MultiMatch
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TEAM MEMBERS:
Jennifer MarlowPaul CloughNeil IresonJuan Manuel Cigarran RecueroJavier ArtilesFranca Debole
In 2010, a museum and cultural center, Maison des civilisations et de l'unité réunionnaise, will open on Reunion island, Indian Ocean, in a park of 22 hectares overlooking the ocean. Reunion is a small island, uninhabited when it was colonized by the French in the 17th century, whose society has gone through two centuries of slavery, a century of colonialism and barely sixty years of postcolonial democracy. Colonialism erased the material traces of the lives of slaves, indentured workers and poor settlers who, despite the brutality of colonial order, created a rich, complex, and very diverse
Museums and galleries collect more visitor data today than ever before. But how much of it gives us real insight into visitors motivations, behaviour, experiences and responses? And how much of it simply ticks a box on a funding form? Commissioned by some of the UK’s leading institutions, including Tate, The British Museum, V&A and the Imperial War Museum North, Morris Hargreaves McIntyre has tackled this insight deficit head on. In doing so, we have helped these organisations to move beyond the data routinely collected to get to the knowledge they actually need.
The evaluation examined the overall visitor experience (time spent, main message comprehension, response to exhibition look and feel) in the 1,100-square-foot Animal Attraction as well as the exhibition's multimedia content delivered via 18 iPads. Specifically, researchers explored iPad usability and visitors’ reactions to the iPad content, especially compared to static labels found in other areas of Animal Attraction. Findings indicate that the iPads appealed to all visitors segments and that iPad users spent more time in the exhibition than visitors who did not use the iPads. However, many
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TEAM MEMBERS:
California Academy of SciencesJon DeuelJessica Brainard
Ecologically oriented citizen-science experiences engage the public in learning while facilitating the achievement of robust scientific program goals. Evaluation of learning outcomes has become increasingly prioritized, requiring citizen-science program managers to understand key issues in evaluation. We argue that citizen science can have other, more far-reaching community-level outcomes, which have received less attention but warrant consideration for continued programmatic improvement.
This paper argues that DR K-12 grantees can enhance the long-term consequences of their work by using insights from research on dissemination. In education and other fields, studies of dissemination have identified processes by which research knowledge reaches (or fails to reach) the practitioners and policymakers who could use it.
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TEAM MEMBERS:
Community for Advancing Discovery Research in Education (CADRE)Brenda Turnbull
As we turn more and more to high-end computing to understand the Universe at cosmological scales, dynamic visualizations of simulations will take on a vital role as perceptual and cognitive tools. In collaboration with the Adler Planetarium and University of California High-Performance AstroComputing Center (UC-HiPACC), I am interested in better understanding the use of visualizations to mediate astronomy learning across formal and informal settings. In this research, I use quantitative methods to investigate how 122 post-secondary learners are relying on color to interpret dark matter in a
The article discusses the Science, Technology, Engineering and Mathematics: Information, Technology and Scientific Literacy (STEM-ALL) for ALl Learners project of Emporia State University, Kansas. The project is an interdisciplinary program for teaching information, technology and scientific-literacy that brings STEM content into Master of Library Science curriculum. It aims to create an Information, Technology and Scientific Literacy Certificate for educators to earn across degree programs.