This project includes the development of a toolkit of new hands-on facilitated museum activities, and a mobile app with both app-based activities and do-it-yourself (DIY) activities. This evaluation report focuses on the formative evaluation of three app activities that are being added to the DIY app series.
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
PocketMacro is a mobile app designed by the Learning Media Design Center at Carnegie Mellon University in collaboration with Stroud Water Research Center, Carnegie Museum of Natural History and Clemson University, and stakeholder input. The PocketMacro app aims to help users better identify benthic macroinvertebrates commonly found in streams and other waterways. Rockman et al Cooperative (REA), an independent educational evaluation group, designed a summative study to explore the effectiveness of the app in supporting users’ aquatic macroinvertebrate identification. The purpose of the
In 2022, Kera Collective partnered with Made By Us to evaluate the impact of its flagship program, Civic Season, in its second year running. Held annually between Juneteenth and July 4th, Civic Season “rolls out the welcome mat” for Young People—the future inheritors of the United States—by connecting them to 150+ museums, historic sites, and historical societies and putting history in their hands as a tool for informed, inspired civic participation.
Our work, and Civic Season’s implementation, came at a time when the gap between Young People (age 18-30) and history organizations was huge
Hands-on tinkering experiences can help promote more equitable STEM learning opportunities for children from diverse backgrounds (Bevan, 2017; Vossoughi & Bevan, 2014). Latine heritage families naturally engage in and talk about engineering practices during and after tinkering in a children’s museum (Acosta & Haden, in press). We asked how the everyday practice of oral stories and storytelling could be leveraged during an athome tinkering activity to support children’s informal engineering and spatial learning.
This book chapter, which describes emotional accessibility in digital learning experiences and its relation to Universal Design, was included in the book "Inclusive Digital Interactives: Best Practices + Research" published by the Smithsonian. This chapter includes a description of the Productive Struggle project, data highlights, and information on how attending to emotions can broaden our concepts of accessibility.
This poster presents findings from a study comparing the engagement, learning, and value between virtual and physical versions of the Mystery Skulls exhibit, which were designed to elicit productive struggle. Findings showed that there were no significant differences between the two versions in terms of what participants learned and valued from the exhibit, but participants who used the virtual version had longer use times than those engaged in the physical exhibit. This poster was presented to museum professionals at the Association of Science and Technology Centers (ASTC) at a virtual
This poster was presented at the 2021 NSF AISL Awardee Meeting.
This project's research questions include:
How and to what extent do Brains On!’s coronavirus-based episodes help children and their families understand and talk about science-related pandemic topics? What kind of conversations are sparked by these episodes?
What kinds of worries and questions do Brains On! listeners have about coronavirus and related aspects of the pandemic? How do children’s worries and questions change over the course of the pandemic?
What resources do caregivers need to answer children’s questions