Skip to main content

Community Repository Search Results

resource evaluation Exhibitions
Funded by the Institute of Museum and Library Services, the Access from the Ground Up project at the Palo Alto Junior Museum & Zoo (JMZ) seeks to better serve children with disabilities through a combination of partnerships with community, staff professional development and training, and the development of accessible STEM-focused exhibits and resources at the new JMZ facility, which opened in November 2021. This summative evaluation report seeks to answer the following evaluation questions: To what extent does the Access from the Ground Up project build or strengthen relationships with
DATE:
TEAM MEMBERS: Maia Werner-Avidon Tina Keegan Lisa Erikson
resource project Exhibitions
The Children’s Museum of Indianapolis will redesign its popular Dinosphere exhibition to explore and test accessibility to ensure the discoveries from its “Jurassic Mile” dig site are accessible to all visitors. This will result in updated exhibition elements that promote accessible lifelong learning experiences for children and families of all abilities, as well as spark interest in STEM through hands-on engagement. Findings from the accessibility assessment also will inform development of industry standard guidelines for future exhibitions. The museum will disseminate the findings to arts, science, and cultural institutions.
DATE: -
TEAM MEMBERS: Susan Foutz
resource project Professional Development, Conferences, and Networks
Data science is ever-present in modern life. The need to learn with and about data science is becoming increasingly important in a world where the quantity of data is constantly growing, where one’s own data are often being harvested and marketed, where data science career opportunities are rapidly increasing, and where understanding statistics, data sources, and data representation is integral to understanding STEM and the world around us. Museums have the opportunity to play a critical role in introducing the public to data science concepts in ways that center personal relevance, social connections and collaborative learning. However, data science and statistics are difficult concepts to distill and provide meaningful engagement with during the brief learning experiences typical to science museums. This Pilot and Feasibility study brings together data scientists, data science educators, and museum exhibit designers to consider these questions:


What are the important data science concepts for the public to explore and understand in museum exhibits?
How can museum exhibits be designed to support visitors with diverse backgrounds and experiences to engage with these data science concepts?
What principles can shape these designs to promote broadening participation in data science specifically and STEM more broadly?



This Pilot and Feasibility project combines multidisciplinary expert convening, feasibility testing, and early exploratory prototyping around the focal topic of data science exhibits. Project partners, TERC, the Museum of Science, Boston, and The Tech Interactive in San Jose will engage in an iterative process to develop a theoretical grounding and practical guidance for museum practitioners. The project will include two convenings, bringing together teams of experts from the fields of data science, data science education and museum exhibit design. Prior to the first convening, an initial literature summary and a survey of convening participants will be conducted, culminating in a preliminary list of big ideas about data science. Periodically, participants will have the opportunity to rank, annotate and expand this list, as a form of ongoing data collection. During the convenings, participants will explore the preliminary list, share related work from the three disciplines, engage with related data science activities in small groups, and work together to build consensus around promising data science topics and approaches for exhibits. Participant evaluation will allow for iterative improvement of the convenings and the capture of missed points or overlooked topics. After each convening, museum partners will create prototypes that respond to the convening conversations. Prototypes will be pilot tested (evaluated) with an intentionally recruited group of families that includes both frequent visitors and those who are less likely to visit the museum; diversity in terms of race, languages and dis/ability will be reflected in selection. Pilot data collection will consist of structured observations and interviews. Results from the first round of prototyping will be shared with convening participants as a way to modify the list of big ideas and to further interrogate the feasibility of communicating these ideas in an exhibit format. Results from the convenings and from both rounds of prototyping will be combined in a guiding document that will be shared on all three partner websites, and more broadly with the informal STEM learning field. The team will also host a workshop for practitioners interested in designing data science exhibits, and present at a conference focused on museum exhibits and their design.
DATE: -
TEAM MEMBERS: Andee Rubin
resource project Media and Technology
EcoExploratorio: Museo de Ciencias de Puerto Rico’s In-STEM: An Inclusive STEM Museum Exhibition project will provide STEM educational material specifically for audiences with visual and hearing disabilities. In addition to an inclusive summer Moon to Mars exhibit, the museum will offer tours with American Sign Languages (ASL) interpreters and adaptations for the visually impaired. Accessible online, the museum will produce ten STEM activity videos. By being inclusive of people with disabilities, specifically focusing on people that are deaf or hard of hearing and blind or visually impaired, the museum seeks to promote lifelong access to STEM education.
DATE: -
TEAM MEMBERS: Jenny Guevara
resource project Exhibitions
The Palo Alto Junior Museum & Zoo will create the California Dinosaur Garden exhibition, an inclusive environment for children ages 3 to 11 that promotes science learning. The museum will employ sensory-rich storytelling and interactive experiences to engage children and their caregivers. Project activities will include the completion of initial concept designs and evaluation to inform exhibit development; design development, prototyping, and formative evaluation; and engaging external contractors to fabricate and install the exhibit. The exhibition will include prehistoric plants within a seasonal marsh landscape, interactive interpretive exhibits, a fossil dig, and life-size dinosaur sculptures. The project will also address the need for science learning experiences for children with disabilities by applying universal design principals such as wheelchair access to the garden experience, braille labels, and tactile, sensory-rich elements.
DATE: -
TEAM MEMBERS: Tina Keegan
resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

The Accessible Oceans study will design auditory displays that support learning and understanding of ocean data in informal learning environments like museums, science centers, and aquariums. Most data presentations in these spaces use visual display techniques such as graphs, charts, and computer-generated visualizations, resulting in inequitable access for learners with vision impairment or other print-related disabilities. While music, sound effects, and environmental sounds are sometimes used, these audio methods are inadequate for conveying quantitative information. The project will use sonification (turning data into sound) to convey meaningful aspects of ocean science data to increase access to ocean data and ocean literacy. The project will advance knowledge on the design of auditory displays for all learners, with and without disabilities, as well as advance the use of technology for STEM formal and informal education. The study will include 425 participants but will reach tens of thousands through the development of education materials, public reporting, and social media. The study will partner with the Smithsonian National Museum of Natural History, Woods Hole Oceanographic Institution Ocean Discovery Center, the Georgia Aquarium, the Eugene Science Center, the Atlanta Center for the Visually Impaired, and Perkins School for the Blind.

The project will leverage existing educational ocean datasets from the NSF-funded Ocean Observatories Initiative to produce and evaluate the feasibility of using integrated auditory displays to communicate tiered learning objectives of oceanographic principles. Integrated auditory displays will each be comprised of a data sonification and a context-setting audio introduction that will help to make sure all users start with the same basic information about the phenomenon. The displays will be developed through a user-centered design process that will engage ocean science experts, visually impaired students and adults (and their teachers), and design-oriented undergraduate and graduate students. The project will support advocacy skills for inclusive design and will provide valuable training opportunities for graduate and undergraduate students in human-centered design and accessibility. The project will have foundational utility in auditory display, STEM education, human-computer interaction, and other disciplines, contributing new strategies for representing quantitative information that can be applied across STEM disciplines that use similar visual data displays. The project will generate publicly accessible resources to advance studies of inclusive approaches on motivating learners with and without disabilities to learn more about and consider careers in STEM.

This Pilots and Feasibility Studies project is supported by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
DATE: -
TEAM MEMBERS: Amy Bower Carrie Bruce Jon Bellona
resource project Exhibitions
Very little is known about the experiences of people with learning disabilities in informal learning environments such as science centers and museums. This project will describe the ways in which engagement and intrinsic motivation for learning are and are not supported for visitors with learning disabilities, and build capacity for informal STEM education practitioners to apply this learning for the benefit of those with learning disabilities as well as any visitor who needs more support in the context of self-directed learning. Broadening participation science, technology, engineering and math (STEM) is a core goal of the National Science Foundation and its Advancing Informal STEM Learning (AISL) program. This project pursues this goal with a focus on young people with learning disabilities. As the largest group of individuals with disabilities in the United States, people with learning disabilities make up an estimated 20% of the U.S. population. Science professions offer many life- and work-related opportunities for individuals with learning disabilities, and the flexible experiences of informal learning spaces offer important opportunities to promote participation, engagement in and motivation for science. This work represents the next generation of accessible design to broaden participation in, and impacts of, informal STEM learning opportunities. This project will generate guidelines and resources to support inclusive design for this group of visitors. Resources will include a Toolkit of Visual Assets that can be shared digitally and in print with youth with learning disabilities, informal STEM practitioners, and the learning disability research and practice community.

The project will develop empirical knowledge to support informal STEM practitioners to better facilitate the inclusion of youth with learning disabilities. Using the lens of Self-Determination Theory as an explanatory framework, this research will be pursued in three phases. Self-Determination Theory describes the psychological needs that must be met, such as autonomy and feelings of efficacy, to create an environment that supports individuals' engagement in self-motivated behaviors. Phase 1 will be an exploratory study describing the engagement and motivation of adolescents (ages 10-17) with learning disabilities when experiencing varied STEM exhibits. This first phase will adapt validated scales, employ an existing observation protocol, and conduct stimulated recall interviews with youth. Phase 2 will explore, develop and investigate design strategies to improve the intrinsic motivation of youth with learning disabilities at educational STEM exhibits. This second phase will involve a set of experimental studies in which design strategies related to intrinsic motivation are manipulated to inform principles of inclusive design for visitors with learning disabilities. As in the previous phase, Phase 2 will adapt validated scales and employ an existing observation protocol. Phase 3 will focus on design charrettes in which researchers and practitioners work with high school students with learning disabilities in a co-design process. The charrettes will generate guidelines and case examples of exhibit components using Universal Design for Learning to balance varying design priorities and effectively, inclusively design exhibits for this population. This third phase will rely on qualitative coding of co-design charette artifacts, field notes and researcher reflections; member checking will play an important role in the coding process. Dissemination efforts for this project will target youth with learning disabilities, informal STEM education practitioners, and the broader field of learning disability researchers and practitioners. In addition to the exhibit design guidelines and Toolkit described above, the project will publish peer reviewed articles and develop manuscripts aimed at educational research and practice.

This Research in Service to Practice project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
resource project Exhibitions
National priorities recommend the U.S. fortify a culture of innovation by encouraging broader participation in invention and STEM. The Game Changers is an Innovations in Development exhibition project with embedded research that advances knowledge about how museum exhibits can activate STEM-related inventive identities among the public. The project is a collaboration between the Smithsonian's Lemelson Center for the Study of Invention and Innovation at the National Museum of American History (NMAH-LC), educational researchers, an exhibition design firm, and community based organizations. While the Game Changers exhibition theme of inventiveness in sports provides an initial spark for broad audience interest and engagement, its ultimate intent is to foster and enhance inventive identity among diverse audiences, particularly girls and young women ages 10-17, African American youth ages 10-17, and people of all ages with disabilities. Visitors will be met by a brief introductory display to launch their journey from passive learner to active inventor. A diverse array of athletes and inventors provide relevant motivational exemplars and ask visitors "How will YOU Change the Game?" Examples of invention challenges include, applying the principles of physics and materials science to aid in designing a safer helmet and exploring computational fluid dynamics to design a faster swimsuit. Throughout the exhibition experience, visitors will draw on an array of STEM skills and knowledge essential to sports, including physiology, kinesiology, and biomechanical engineering, physics, biomimicry, robotics, computer science, data analysis, and virtual and augmented reality. Throughout the project, the team will work with priority audiences, starting with front-end research and evaluation; progressing iteratively through stages of formative research, design, and evaluation; and conducting summative evaluation to ensure that the STEM-based content and design strategies are impacting inventive identity and meeting audiences' interests and needs. In coordination with the exhibition development and evaluation teams, educational researchers will iteratively explore and develop a model for innovative identity development in informal learning environments.

Educational psychologists from Old Dominion University and Temple University will collaborate closely with the NMAH-LC team, exhibition design-fabrication firm Roto, and evaluators from Randi Korn & Associates to adapt a theoretical model of identity from a formal education setting to an informal learning context. In the model, identity is conceptualized as a complex dynamic system, with interdependent internal and external elements (ontological/epistemological beliefs; self-perceptions; purpose and goals; perceived action possibilities) and reciprocal influences in a process of continuous emergence. Using design based research and a previously developed coding manual, the team will iteratively apply, test, and further advance the inventive identity development model, a set of inventive identity indicators for future research and development, and a list of exhibition design techniques for activating inventive, STEM-based identity development in informal learning environments. The research team will prioritize diverse audiences for iterative cycles and focus groups, including participants from the Girl Scouts of the Nation's Capital, Smithsonian Accessibility Program, Smithsonian's Anacostia Community Museum, and YMCA of Washington, DC. The exhibition's research, evaluation, and design outcomes will be disseminated widely across the AISL field and through project collaborators.

This project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Monica Smith Jeffrey Brodie