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resource research Exhibitions
This paper discusses a study that tracked the behavior of 350 visitors to the Lester E. Fisher Great Ape House at Lincoln Park Zoo over a 12-month period. Findings relate to visit durations, including children vs. adults as well as visitors' responses to interpretive graphics. This data adds to the growing literature on visitor behavior in zoological parks and have helped to guide several aspects of exhibit design for Lincoln Park Zoo's new ape facility.
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TEAM MEMBERS: Stephen R. Ross Kristen Lukas
resource research Public Programs
Falk and Dierking’s Contextual Model of Learning was used as a theoretical construct for investigating learning within a free-choice setting. A review of previous research identified key variables fundamental to free-choice science learning. The study sought to answer two questions: (1) How do specific independent variables individually contribute to learning outcomes when not studied in isolation? and (2) Does the Contextual Model of Learning provide a useful framework for understanding learning from museums? A repeated measure design including interviews and observational and behavioral
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resource evaluation Media and Technology
Goodman Research Group, Inc. (GRG) conducted summative evaluation of Origins of the Universe, the 4-part NOVA miniseries. The Origins series chronicled the history of the earth's formation, how the universe evolved to permit the emergence of life on earth, the likelihood that there is life beyond earth, and the tools and techniques scientists use to study the universe. In June 2007, Thomas Levenson, MIT professor and Executive Producer of the series, won the inaugural Walter P. Kistler Science Documentary Film Award for his work on Origins. An extensive outreach campaign accompanied the series
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TEAM MEMBERS: Jennifer Beck Jennie Murack Unicorn Projects, Inc. Irene F Goodman
resource evaluation Media and Technology
Given its ongoing commitment to universal design and the integration of technologies into the museum experience, the Museum of Science decided to employ a handheld Multimedia Tour to accompany Star Wars: Where Science Meets Imagination, an exhibition about the real world meeting Star Wars technologies. With the help of leading tour guide developer, Antenna Audio, a 22-stop tour was produced featuring narration, Behind the Scenes interviews with individuals who had worked on the films, Star Wars film clips, still photos and the ability to send information home. An American Sign Language version
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TEAM MEMBERS: Elissa Chin Christine Reich Museum of Science
resource evaluation Exhibitions
Museums are places where visitors of all abilities and disabilities are invited to learn. This diversity offers a unique challenge how can museums ensure that everyone can benefit from the learning experience? Universal design, which is the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design (Center for Universal Design, 2002), puts forward a potential solution. This paper offers an overview of universal design, including its practice in the museum, formal education, and digital media fields, and
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TEAM MEMBERS: Christine Reich Museum of Science
resource research Exhibitions
The following document summarizes results from a literature review conducted in Fall 2004 to inform the development of a nationwide research project that will explore universal access to the learning of science, technology, engineering, and mathematics (STEM) in museums. Through this project, the Museum of Science, with four collaborating institutions, will further the industry's knowledge and understanding of ways to create museum exhibitions that are inclusive of the learning needs of all museum visitors, including those with disabilities. Guiding the literature review was a topical
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TEAM MEMBERS: Christine Reich Anna Lindgren-Streicher Museum of Science
resource research Exhibitions
The Exploratorium's Going APE project (APE=Active Prolonged Engagement) developed 30 exhibit designs to encourage visitors to become more cognitively engaged with exhibits--to use exhibits as tools for self-directed exploration, rather than as authoritative demonstrations. To do this, the staff drew on work in the fields of education, visitor research, human factors engineering, computer interface design, and interactive exhibit development at other museums. The project also integrated evaluative research into exhibit development to maximize possibilities for visitor-authored questions
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TEAM MEMBERS: Josh Gutwill