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resource research Exhibitions
In offering museum active, multi-sensorial experiences, digitally responsive exhibits are an important part of museums' strategy for attracting visitors. Such exhibits are popular, but museums lack understanding of visitors' immediate emotional and physical experience of them. Museums' approach to exhibition evaluation favours the methods of interview and questionnaire, which are not well suited to gathering feedback on the complex mix of audio, kinesthetic and visual experience encountered in digital environments. In addressing a lack of knowledge in the museum studies literature concerning
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TEAM MEMBERS: Nur Hasslily Muhammad Hashim
resource project Public Programs
In late 2012, Providence Children’s Museum began a major three-year research project in collaboration with The Causality and Mind Lab at Brown University, funded by a grant from the National Science Foundation (1223777). Researchers at Brown examined how children develop scientific thinking skills and understand their own learning processes. The Museum examined what caregivers and informal educators understand about learning through play in its exhibits and how to support children’s metacognition – the ability to notice and reflect on their own thinking – and adults’ awareness and appreciation of kids’ thinking and learning through play. Drawing from fields like developmental psychology, informal education and museum visitor studies, the Museum’s exhibits team looked for indicators of children’s learning through play and interviewed parents and caregivers about what they noticed children doing in the exhibits, asking them to reflect on their children’s thinking. Based on the findings, the research team developed and tested new tools and activities to encourage caregivers to notice and appreciate the learning that takes place through play.
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TEAM MEMBERS: Robin Meisner David Sobel Susan Letourneau Jessica Neuwirth Valerie Haggerty-Silva Chris Sancomb Camellia Sanford-Dolly Claire Quimby
resource research Public Programs
Should one aim at presenting a local or global science perspective in construing an effective museum narration for communicating scientific and technological issues in natural science? This article will attempt to respond to this question by presenting the data of an evaluation exercise undertaken by the Trento Natural History Museum (Museo Tridentino di Scienze Naturali – MTSN) from 2009 to 2011. The local dimension apparently lies at the heart of the museum’s appeal for its visitors: they associate their mountain surroundings with the symbol of the region’s identity, and appreciate in
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TEAM MEMBERS: Matteo Bisanti
resource project Exhibitions
This pathways project will study how audiences in public spaces, in this case those in a museum setting, relate to and make sense of large data displays. The project is preliminary to development of a traveling, hands-on exhibition enabling users to create and utilize representations of big data displays such as maps and charts. As the test case, the project will use science maps that provide an overview of science generally and specific areas of STEM, charting and exploring the history and future of science and technology. The data collection portion of the project will take place at the New York Hall of Science, the Marian Koshland Science Museum, COSI in Columbus, Ohio, and WonderLab Museum in Bloomington, Indiana. The project will create a foundation for the design of museum exhibits and educational programs that teach museum visitors how to explore, engage and make better sense of big data. The project is potentially transformative because big data is becoming ubiquitous and making sense out of large data displays is necessary in order to understand big data sets.
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TEAM MEMBERS: Katy Borner Joe E Heimlich Adam Maltese
resource project Media and Technology
Living Liquid will identify strategies for creating visualization tools that can actively engage the public with emerging research about the ocean's microbes and their impact on our planet. It addresses a critical issue for the ISE field: creating ways for visitors to ask and answer their own questions about emerging areas of science with visualizations. This Pathway project will provide important lessons learned for a future full-scale development project at the Exploratorium's new location over San Francisco Bay, and for informal science educators and other professionals working to create interactive visualization tools using the vast data sets now available. Living Liquid is a collaboration between developers, educators and learning researchers at the Exploratorium, computer scientists at the Visualization Interface and Design Innovation Group at UC Davis, and marine scientists at the Center for Microbial Oceanography Research and Education. The project's research and development process includes a front-end study of visitors' interests and prior knowledge related to ocean microbes, interviews with scientists to identify potential datasets and activities, a survey of candidate visualizations, and a series of prototypes to identify promising strategies to engage visitors with and allow visitors to explore large scientific datasets through visualization tools.
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resource project Exhibitions
The Oregon Museum of Science and Industry is implementing a Pathways project that will test and refine a model to promote an appreciation that science is everywhere and personally relevant by engaging transit riders in Portland, OR with location-relevant STEM content through unfacilitated, interactive science exhibits in everyday places. The study will employ a "design-based research" approach that both iteratively tests exhibit effectiveness and develops and refines an underlyting theoretical model that can contribute knowledge to the field. The "Science on the Move" model will be developed and tested using an exhibit prototype that includes 1) an easily transportable prototype core with a familiar touch-screen interface, 2) multiple sets of interactive digital content, and 3) a variety of accompanying outer skins designed to attract the public. The exhibit prototype will be placed at bus transit nodes to reach adults, specifically targeting those without college degrees who are underrepresented in science centers. A range of possible STEM content domains will be selected and tested based on topics of interest to the public. If successful, given the several challenges involved, the feasibility study will be applied more fully around Portland and be a model for other cities to consider.
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resource project Public Programs
Experts in informal science education, citizen science, bats, and computer science are developing and evaluating, at Mammoth Cave National Park, a hybrid onsite/online proof-of-concept program for citizen scientists to observe and record (tag) roosting behaviors of Rafinesque's big-eared bats via streaming video. Participants are helping bat researchers document bat behaviors that provide insights into the benefits of communal roosting and interactions that serve to create or maintain social bonds and spread disease. The project is also developing a proof-of-concept mobile kiosk that links the citizen science bat study program to other exhibits at Mammoth Cave. Project personnel are conducting evaluation studies to identify best practices for engaging underserved populations and professional scientists in the study of bat behavior, and developing plans for scaling up the program to include video and educational resources from other bat sites around the country. Lessons learned from the project will inform development of a new, nationwide, online citizen science program focused on bat behavior.
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TEAM MEMBERS: Shannon Trimboli Rickard Toomey Guangming Xing
resource project Media and Technology
The Virginia Institute of Marine Science (VIMS) and The Watermen's Museum, Yorktown, VA, will produce an underwater robotics research and discovery education program in conjunction with time-sensitive, underwater archeological research exploring recently discovered shipwrecks of General Cornwallis's lost fleet in the York River. The urgency of the scientific research is based upon the dynamic environment of the York River with its strong tidal currents, low visibility, and seasonal hypoxia that can rapidly deteriorate the ships, which have been underwater since 1781. Geophysical experts believe that further erosion is likely once the wrecks are exposed. Given the unknown deterioration rate of the shipwrecks coupled with the constraints of implementing the project during the 2011-2012 school-year, any delays would put the scientific research back at least 18 months - a potentially devastating delay for documenting the ships. The monitoring and studying of the historic ships will be conducted by elementary through high school-aged participants and their teachers who will collect the data underwater through robotic missions using VideoRay Remotely Operated Vehicles (ROVs) and a Fetch Automated Underwater Vehicle (AUV) from a command station at The Watermen's Museum. Students and teachers will be introduced to the science, mathematics, and integrated technologies associated with robotic underwater research and will experience events that occur on a real expedition, including mission planning, execution, monitoring, and data analysis. Robotic missions will be conducted within the unique, underwater setting of the historical shipwrecks. Such research experiences and professional development are intended to serve as a key to stimulating student interest in underwater archeological research, the marine environment and ocean science, advanced research using new technologies, and the array of opportunities presented for scientific and creative problem solving associated with underwater research. A comprehensive, outcomes-based formative and summative, external evaluation of the project will be conducted by Dr. L. Art Safer, Loyola University. The evaluation will inform the project's implementation efforts and investigate the project's impact. The newly formed partnership between the Waterman's Museum and VIMS will expand the ISE Program's objectives to forge new partnerships among informal venues, and to expand the use of advanced technologies for informal STEM learning. Extensive public dissemination during and after the project duration, includes but is not limited to, hosting an "Expedition to the Wrecks" web portal on the VIMS BRIDGE site for K-12 educators providing real-time results of the project and live webcasts. The website will be linked to the education portal at the Association for Unmanned Vehicle Systems International, the world's largest organization devoted to promoting unmanned systems and to the FIRST Robotics community through the Virginia portal. The website will be promoted through scientific societies, the National Marine Educators Association, National Science Teachers Association, and ASTC. Links will be provided to the Center for Archeological Research at the College of William and Mary and the Immersion Presents web portal--consultants to Dr. Bob Ballard's K-12 projects and JASON explorations. The NPS Colonial National Historic Park and the Riverwalk Landing will create public exhibits about the shipwreck's archeological and scientific significance, and will provide live observation of the research and the exploration technologies employed in this effort.
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TEAM MEMBERS: Mark Patterson
resource project Media and Technology
The University of California, Davis Tahoe Environmental Research Center (TERC), UC Davis W.M. Keck Center for Active Visualization in the Earth Sciences (KeckCAVES), ECHO Lake Aquarium and Science Center (ECHO), UC Berkeley Lawrence Hall of Science (LHS), and the Institute for Learning Innovation (ILI) will study how 3-D visualizations can most effectively be used to improve general public understanding of freshwater lake ecosystems and Earth science processes through the use of immersive three-dimensional (3-D) visualizations of lake and watershed processes, supplemented by tabletop science activity stations. Two iconic lakes will be the focus of this study: Lake Tahoe in California and Nevada, and Lake Champlain in Vermont and New York, with products readily transferable to other freshwater systems and education venues. The PI will aggregate and share knowledge about how to effectively utilize 3-D technologies and scientific data to support learning from immersive 3-D visualizations, and how other hands-on materials can be combined to most effectively support visitor learning about physical, biological and geochemical processes and systems. The project will be structured to iteratively test, design, and implement 3-D visualizations in both concurrent and staggered development. The public will be engaged in the science behind water quality and ecosystem health; lake formation; lake foodwebs; weather and climate; and the role and impact of people on the ecosystem. A suite of publicly available learning resources will be designed and developed on freshwater ecosystems, including immersive 3-D visualizations; portable science stations with multimedia; a facilitator's guide for docent training; and a Developer's Manual to allow future informal science education venues. Project partners are organized into five teams: 1) Content Preparation and Review: prepare and author content including writing of storyboards, narratives, and activities; 2) 3-D Scientific Visualizations: create visualization products using spatial data; 3) Science Station: plan, design, and produce hands-on materials; 4) Website and Multimedia: produce a dissemination strategy for professional and public audiences; 4) Evaluation: conduct front-end, formative, and summative evaluation of both the 3-D visualizations and science activity stations. The summative evaluation will utilize a mixed methods approach, using both qualitative and quantitative methods, and will include focus groups, semi-structured interviews, web surveys, and in-depth interviews. Leveraging 3-D tools, high-quality visual displays, hands-on activities, and multimedia resources, university-based scientists will work collaboratively with informal science education professionals to extend the project's reach and impact to an audience of 400,000 visitors, including families, youth, school field trip groups, and tourists. The project will implement, evaluate, and disseminate knowledge of how 3-D visualizations and technologies can be designed and configured to effectively support visitor engagement and learning about physical, biological and geochemical processes and systems, and will evaluate how these technologies can be transferred more broadly to other informal science venues and schools for future career and workforce development in these critical STEM areas.
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TEAM MEMBERS: Geoff Schladow Louise Kellogg Steven Yalowitz Sherry Hsi Phelan Fretz
resource project Media and Technology
Researchers at the American Association of Variable Star Observers, the Living Laboratory at the Boston Museum of Science, and the Adler Planetarium are studying stereoscopic (three-dimensional or 3D) visualizations so that this emerging viewing technology has an empirical basis upon which educators can build more effective informal learning experiences that promote learning and interest in science by the public. The project's research questions are: How do viewers perceive 3D visualizations compared to 2D visualizations? What do viewers learn about highly spatial scientific concepts embedded in 3D compared to 2D visualizations? How are viewers\' perceptions and learning associated with individual characteristics such as age, gender, and spatial cognition ability? Project personnel are conducting randomized, experimental mixed-methods research studies on 400 children and 1,000 adults in museum settings to compare their cognitive processing and learning after viewing two-dimensional and three-dimensional static and dynamic images of astronomical objects such as colliding galaxies. An independent evaluator is (1) collecting data on museum workers' and visitors' perceived value of 3D viewing technology within museums and planetariums and (2) establishing a preliminary collection of best practices for using 3D viewing technology based on input from museum staff and visitors, and technology creators. Spatial thinking is important for learning many domains of science. The findings produced by the Two Eyes, 3D project will researchers' understanding about the advantages and disadvantages of using stereoscopic technology to promote learning of highly spatial science concepts. The findings will help educators teach science in stereoscopic ways that mitigate problems associated with using traditional 2D materials for teaching spatial concepts and processes in a variety of educational settings and science content areas, including astronomy.
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TEAM MEMBERS: Aaron Price Arne Henden Mark SubbaRao Jennifer Borland Becki Kipling
resource project Media and Technology
The Space Science Institute, in collaboration with the Catawba Science Center (North Carolina), the New Mexico Museum of Natural History and Science, the American Library Association, and the Astronomical Society of the Pacific propose to develop a multi-pronged project on the topic of asteroids. Content areas will include: Asteroids ? Up-close and Personal; Deep Impact; and Planetary Protection. Deliverables will include a 2,500 square-foot traveling exhibit for small to mid-sized museums; four, 300 square-foot "small exhibit components" (SECs) for libraries, community centers, etc.; Web 2.0 sites for the project developers and for the public; public education programs; professional development programs for informal STEM professionals; and a study of how Web 2.0 can be used to improve the evaluation of Web sites. The project team will be experimenting with virtual prototyping of exhibit modules as a way to improve exhibit development, especially with team members who are around the country. Teens from around the country will be enlisted to help inform the project on its deliverables. The Association of Science-Technology Centers will manage the exhibit tour. The Institute for Learning Innovation will conduct the evaluation activities, including the study of Web 2.0 and virtual prototyping tasks.
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TEAM MEMBERS: Paul Dusenbery Suzanne Gurton James Harold Lisa Curtis Brad McLain
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