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resource research Media and Technology
This article is a response to Harris Shettel's commentary which appeared in Curator (48/2, April 2005) on two of four articles which appeared in Curator (47/2), the subject of which was interactives in museums.
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TEAM MEMBERS: Institute for Learning Innovation John H Falk Lynn Dierking Leonie Renne Carol Scott
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 project Media and Technology
This planning grant seeks funding for demonstrating proof of concept for the proposed traveling exhibition "Inside Phoebe's Field." It is an outgrowth of the prior NSF project (9979287) that resulted in an interactive book for middle-school age girls. This project extends the book through exploring the feasibility of using mixed reality in an exhibit format as well as virtual environments using the Internet. Intellectual Merit: The project will further the technology-enhanced three-dimensional storytelling approach by development of selected science exhibit prototypes. The project team combines academic, museum and professional expertise, as well as a partnership with the Girl Scouts of the USA. Broader Impact: This project will provide the ISE field valuable feedback about the use of metaphor in storytelling in a science-based exhibition, as well as about the application of new technologies (virtual reality, augmented reality technologies and interactive electromechanical events) for creating exhibit experiences. At the same time it will further the development of a national traveling science exhibition whose primary target audience will be girls from ages 10 to 13.
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TEAM MEMBERS: Mitzi Vernon Katherine Cennamo Irene Goodman Michael Ermann Steve Harrison Margarita McGrath
resource project Media and Technology
The Scientific Reasoning Research Institute at the University of Massachusetts, Amherst will conduct a feasibility study for engaging museum visitors in data analysis through this planning grant. Intellectual Merit: This project builds on the extensive prior work of the PI in developing Tinkerplots software for middle school students. At the same time, it potentially takes advantage of the many museum exhibitions that include various kinds of data but provide no mechanisms for visitors to analyze the data and draw conclusions. This project makes the connection by seeking to demonstrate the proof of concept for the transfer of this data analysis program from the formal to the informal setting. Broader Impact: This project will purposefully test three very different settings -- Museum of Science, Boston, MA; Naismith Basketball Hall of Fame, Springfield, MA; and Missouri Botanical Garden, St. Louis, MO -- to explore the advantages and limitations of this approach in those learning environments. If successful, the software could have very wide application.
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TEAM MEMBERS: Clifford Konold
resource project Media and Technology
This project will research distributed, online fantasy basketball games, which are quite popular with many kinds of players, including informal science education under-represented groups, and which entail some degree of informal statistical reasoning and decision-making strategies. The game is not playing basketball per se, but taking on the role of a team owner or coach who needs to decide how best to compose a team given necessarily limited resources. The research team will provide a method for framing and researching statistical understanding and decision making of expert and novice players, then, based on the research, will develop scaffolded techniques for helping players become more reflective on and adept with the statistical knowledge and decision making strategies they use.
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TEAM MEMBERS: Brian Smith Priya Sharma
resource project Media and Technology
This 12-month planning grant will create the foundation for a project based on meaningful, online, game-based learning. Specifically, it will enable the proposer to develop and validate story lines and game characters with middle-school aged children in two summer design institutes. In addition, the proposer will build partnerships with museums and informal learning institutions and develop a plan to work with these partners for the dissemination, promotion, use and evaluation of the future games. Intellectual Merit: The project will develop standards-linked design specifications for play scenarios, game characters and real-world, problem-based activities across STEM domains. These design specifications should be of significant value for future educational game development. Children will serve as "informants" during game design, providing input where most effective. This involvement in the planning process is critical to the success of the games, and should ensure the desired "kid appeal." Broader Impact: The strategy of involving advisory groups of children, including those at-risk, will allow the project to factor in ways to engage audiences underrepresented in the sciences by tailoring characters and activities that ensure broad appeal. In addition, the approach of solving puzzle-like problems embedded in a game's story narrative should appeal to both boys and girls. This project will generate a report for publication on the design process and resulting specifications.
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TEAM MEMBERS: M Kinzie