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resource evaluation Media and Technology
This presentation outlines the front-end and formative evaluation of the redesigned Ancient Worlds Gallery at the Milwaukee Public Museum (MPM), set to open in the spring of 2015. The gallery will contain artifacts, props, and interactives pertaining to ancient Near Eastern, Egyptian, Greek, and Roman cultures. The previous MPM exhibition featuring these civilizations was presented chronologically; for this new gallery, six themes have been selected to guide the visitor experience: construction, communion, community, communication, commerce, and conflict. When affiliated with the Institute for
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TEAM MEMBERS: Milwaukee Public Museum Sharisse Butler
resource evaluation Media and Technology
The University of Southern California's Institute for Creative Technologies (ICT) and the Museum of Science, Boston (MoS) were awarded an Informal Science Education grant from the National Science Foundation (#0813541) for the project, Responsive Virtual Human Museum Guide. The goal of the project was to use computer-generated character animation, artificial intelligence, and natural language processing to create interactive characters, or virtual humans, that could engage in face-to-face communication with museum visitors. During the three year project, the MOS and ICT project teams created
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TEAM MEMBERS: Susan Foutz Jeanine Ancelet Kara Hershorin Liz Danter University of Southern California Museum of Science
resource evaluation Media and Technology
WGBH received funding to develop and create NOVA Labs, an online environment that provides teen audiences with an online research lab, educational content, and the opportunity to engage with authentic data, tools, and processes to investigate scientific questions. This work has begun with the development of a first pilot lab, called The Sun Lab. NOVA Education created and launched this lab in early summer 2012. Examining the site in its pilot form, the Lifelong Learning Group (LLG) engaged in a formative evaluation to support refinements and improvements in the design of subsequent NOVA Lab
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TEAM MEMBERS: NOVA Brooke Havlik Jessica Sickler
resource evaluation Media and Technology
The Educational Gaming Environments group (EdGE) at TERC embarked on a research project to study serious online collaborative gaming environments as a vehicle for engaging the public with National Science Digital Library (NSDL) resources. The goal of the project was two-fold: to design and test serious games that use a prototype virtual resource center; and to build a community and framework for creating a Serious Games Pathway to deliver NSDL resources into this burgeoning community with the aim of facilitating STEM learning. As part of this endeavor, the external evaluators under the
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TEAM MEMBERS: TERC John Fraser
resource evaluation Media and Technology
Produced by Twin Cities Public Television, St. Paul, MN, and sponsored by the National Science Foundation, SciGirls (SG) is a multimedia project for upper grade-school and middle-school tweens. Weekly half-hour episodes are tied in with web and outreach activities in the fields of science, technology and engineering. Multimedia Research, an independent evaluation group implemented a summative evaluation of the SG Season Two multimedia project. Fifth grade girls (N = 87) viewed three shows over three weeks. They could visit the SG website at any time but were required to visit and play a Pick'm
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TEAM MEMBERS: Barbara Flagg Twin Cities Public Television
resource evaluation Media and Technology
Concord Evaluation Group (CEG) conducted an evaluation of the Spyhounds pilot test in October-December 2011. The goal of the evaluation was to assess the online resources for appeal and interest, as well as to provide WGBH with data on how a full-scale year-long project could be structured. CEG recruited a national sample of 5-8 year old children to participate in the pilot test. We conducted a pre-test survey to measure science-related knowledge (kids only), attitudes and interest (parents and kids). We then invited families to use the online resources during the pilot test and surveyed the
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TEAM MEMBERS: Christine Paulsen WGBH
resource evaluation Media and Technology
The Luce Foundation Center (LFC) of the Smithsonian American Art Museum (hereafter, American Art or the Museum) ran an alternate reality game (ARG) titled PHEON (http://pheon.org/, http://apps.facebook.com/playpheon/register/) from September 2010 through August 2011. The game built upon the success of the Museum's previous ARG, Ghosts of a Chance (GOAC; http://ghostsofachance.com/; Goodlander, 2009), and was intended to increase familiarity with the Museum's collections, programs, and resources; highlight connections between the Museum and its collections with peoples' lives; and attract new
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TEAM MEMBERS: Jes Koepfler Smithsonian American Art Museum
resource evaluation Media and Technology
The Luce Foundation Center (LFC) of the Smithsonian American Art Museum (hearafter, American Art or the Museum) ran an alternate reality game (ARG) titled PHEON as an online game application on Facebook from October 2010 through September 2011. The game built upon the success of the Museum's previous ARG, Ghosts of a Chance (GOAC; Goodlander, 2009). In the Facebook game, players accepted missions inspired by the Museum's collections, completed them in the real world, and uploaded evidence in order to win points and progress through the game. Despite an established audience of GOAC players
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TEAM MEMBERS: Jes A. Koepfler Smithsonian American Art Museum