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resource evaluation Exhibitions
We examined an approach to reaching audiences who may not ordinarily engage with science. Termed Guerilla Science, this approach blends elements of access, by removing barriers to participation by embedding science into unexpected places, with those of inclusion, by designing activities that speak to the learning identities of participants.
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resource evaluation Public Programs
NSF generously funded the Science Museum of Minnesota's exploration of whether or not the "theatrical gaming" technique could improve visitors' understanding of complex topics requiring conceptual shifts--topics like evolution. COVID disrupted our formal evaluation plans, but this report offers finding and guidance/best practices for other informal education institutions interested in developing this type of experience. Individual sections discuss our particular, three-phased project, theatrical gaming as a technique, storytelling, gaming, technology, and evaluation.
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TEAM MEMBERS: Liza Pryor Zdanna King Stephanie Long Trygve Nordberg
resource research Public Programs
It’s a great job when you get to do stuff just for fun. For the last few days, I’ve been at the Science Museum of Minnesota, consulting on their new exhibit? Theatrical performance? Interactive game? called Infestation: The Evolution Begins. It’s a 3-part project funded by NSF to help teach key concepts of evolution to kids, and it’s looking pretty amazing.The first part is done, and it’s a theatrical event where the concepts are explained entertainingly, and the audience are introduced to little imaginary creatures called VISTAs. If you go to SMM today, you can watch the whole show yourself
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TEAM MEMBERS: PZ Myers
resource research Public Programs
Video of a "Game 1" performance as it was in June, 2018. It's constantly "evolving," and has changed significantly as "Game 2" is being developed.
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TEAM MEMBERS: Liza Pryor
resource research Public Programs
This was the poster displayed at the NSF AISL PI Conference in Alexandria, VA, in February of 2019. Other materials included draft scripts, suggested findings, and VISTA props and stickers that are part of the game/show.
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resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. The project will use a design-based research process to research and develop an innovative theatrical game that will improve visitors' understanding of complex topics requiring conceptual change. This project will research a novel experience that helps visitors engage with difficult content in informal science education venues, uses existing exhibit and collection assets in a new way, and creates a venue for visitor engagement that requires less capitalization than a full exhibition project. For the public, this project will blend best practices from exhibit development, museum theater, and facilitation with emerging theories about game-based learning to create a novel experience that deeply engages visitors with an evolution storyline and allows them to explore the museum and interact with one another in new ways. For the field, the project will examine how theatrical games can be valuable, viable experiences in museum environments and what game mechanics and supports contribute to players' conceptual thinking. While the project's games with theatrical elements will focus on evolution, the tested strategies will provide valuable information about effective approaches for informal STEM education more broadly wherever audiences exhibit major misconceptions or discomfort with scientific ideas. The project will disseminate findings through conferences and workshops, academic reports, a research-to-practice implementation guide, and a training video about best practices for engaging the public in theatrical gaming.

The project will focus on the creation and modification of a theoretical framework that describes the content, program format, and degree of facilitation necessary to create experiences that support conceptual change in visitors' thinking about evolution--and, by extension, other complex topics. The project team and advisors will collaboratively will build varying levels of facilitation and challenge into theatrical programming that connects objects and experiences across the museum to help visitors construct a story of evolution. Project research will focus on the creation of three variants of a theatrical game to test a theoretical framework that describes the game dynamics and facilitation necessary for experiences that support conceptual shifts in visitors' understanding about evolution. This work will take place in four phases, and will be conducted by researchers at the Science Museum of Minnesota with input and review through an external evaluation process. The questions guiding the research are: (1) How, and in what ways, do game design features support conceptual shifts in evolution concepts?; (2) Do player outcomes differ in each game? If so, in what ways?; (3) What other factors (player profile, collaboration, evolution beliefs) influence player outcomes? (4) What are the best practices for facilitating the games and supporting visitors' experiences? The research will contribute to the under-studied field of participatory museum theatre experiences; broaden our understanding of the roles facilitation and gameplay have in informal learning; and help exhibit and program developers make informed choices about the potential of various exhibit components and aligned programming.
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resource project Public Programs
The Liz Lerman Dance Exchange, in partnership with several universities and a science advisory committee of distinguished international researchers in physics and astronomy, is producing "The Matter of Origins," a two-part experimental program that engages the public in explorations of the nature of beginnings and the physics of the origin of matter. Act I takes place in a theater where audiences will experience a dance performance illuminated by video and a vivid soundscape. Act II takes place in an adjacent space where audiences, who will be seated with scientists, historians, philosophers, and religious leaders, can participate in facilitated dialogue about the nature of origins in an immersive environment that incorporates dance, projected images, and provocative questions. The program will be implemented around the country, initially at four universities, with possible expansion to additional venues. The goals of this EAGER project are (1) to develop an innovative model for using dance, digital media, and structured dialogue to attract and engage public audiences in science content and processes and (2) to explore how artistic practices may have broader applications with respect to science learning and research. The intention is to explore how science can be represented in the art and in the experience and not simply interpreted into abstract choreographic expression with a program note. The program elements and outcomes will be evaluated by researchers from Michigan State University who will study impacts on the public and on participating professionals - dancers, scientists, etc. Dissemination of results will be to professional communities in the sciences, arts and informal science education.
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TEAM MEMBERS: Liz Lerman
resource evaluation Public Programs
The attached document describes the results of evaluation of affective and cognitive impact of the Fusion Science Theater show model. Affective gains were measured by post-show questionnaires and cognitive gains were measured by having audience members vote for their prediction to the investigation question before and after the "lesson" of the show. Appendix includes instruments.
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TEAM MEMBERS: Madison Area Technical College Dr. Joanne Cantor
resource evaluation Media and Technology
The Great Immensity is a play with music created by the New York-based theater company, The Civilians. With support from the National Science Foundation (NSF), this production explores humans' relationship to the environment focusing on critical issues of conservation and climate change. It premiered at the Kansas City Repertory Theatre (KC Rep) from February 17 through March 18, 2012. This summative evaluation employs the Framework for Evaluating Impacts of Informal Science Education Projects (Friedman 2008) to assess the play and its ancillary programs' impact on adult and student audiences
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TEAM MEMBERS: Ellen Giusti The Civilians
resource evaluation Public Programs
In summary, this Planning Grant has demonstrated that the Fusion Science Theater mode successfully uses the dramatic structure of a play to create an investigative, participatory theater event that conveys science information, concepts, and methodology in a way that is engaging to children and attractive to parents and educators. The model can be transferred to others both by teaching others to develop their own shows and by training undergraduates to perform FST shows that have already been created. Finally, significant achievements have occurred in publicizing the model and in recruiting
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TEAM MEMBERS: Joanne Cantor Madison Area Technical College
resource evaluation Public Programs
In late spring 2010, Goodman Research Group, Inc. (GRG) was contracted by the Museum of Science, Boston, to conduct an outcomes evaluation of their educational live performance, The Amazing Nano Brothers Juggling Show (ANB). The show presents scientific concepts about atoms and nano science in a highly entertaining and engaging performance. The evaluation focused on the learning outcomes of children, adults, and middle school students. The goal of this evaluation was to examine the effectiveness of the show in increasing audiences' knowledge of and interest in nano science and nanotechnology
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TEAM MEMBERS: Rachel Schechter Museum of Science Molly Priedeman Irene Goodman Carol Lynn Alpert
resource project Public Programs
The Addressing Gender Barriers in STEM through Theatre of Social Engagement project responds to the need to educate the public about the careers in computer and information science and engineering (CISE) fields by educating high school students, parents, teachers and counselors about the barriers to participation that confront women and other underrepresented groups. In this Communicating Research to Public Audiences (CRPA) project, a dramatic play is used to communicate the findings from the PI's work which resulted in a theory about gender and IT to explain and predict gender (under)representation in IT fields. The play dramatizes constructs of the theory, particularly the ways in which gender, ethnicity, and class affect identity and career and life decisions. Drawing from life history interviews conducted as a part of the research, the storyline of the dramatic play centers on three young women who are graduating from high school and making decisions about their futures and possible careers in IT. Situated squarely in the realm and literature of "theatre of social engagement," this play, and its staged readings and ancillary website, extend access beyond the scientific community to new scientific research on gender barriers in CISE. Learning goals for the project include: 1. Awareness and knowledge about possible computer and information science and engineering careers; barriers and stereotypes that affect CISE career choice among women; and "significant others" such as partners, family members, mentors and teachers who can make a difference at key inflection points in career decision making. 2. Attitude change about the CISE fields being open to everyone regardless of gender, ethnicity, race or class; how one's individual characteristics can be used to resist barriers to inclusion in CISE careers. 3. Intended behavior about learning more about CISE careers and educational opportunities; and responding to negative stereotypes related to CISE. Evaluation of the proposed project will include observations, talk-back sessions (focus groups) after readings of the play, pre-post surveys administered at the showings, and a second post-performance survey to be administered a certain amount of time after the showing. Dissemination will be through readings of the play for audiences in New Jersey and Pennsylvania, with partnering informal learning venues, and through an associated website which will allow visitors to download and stage the play themselves. Advertisement for the play and the website will take place through websites such as Facebook, Twitter, and websites that promote diversity in computing. In addition, the PI intends to contribute to the scholarly literature on theatre as an informal learning approach and on the findings of how audiences respond to the play itself.
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TEAM MEMBERS: Eileen Trauth