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resource evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
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TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
resource research Media and Technology
The goal of our project is to develop strategies that effectively engage autistic adolescents in informal STEM learning opportunities that promote the self-efficacy and interest in STEM careers that will empower them to seek out career opportunities in STEM fields. The research aims are to: 1. Identify evidence-based strategies to engage autistic youth in informal STEM learning opportunities that are well matched to their attentional profiles: Hypothesis 1: Pedagogical strategies vary in how engaging they are for people with diverse attentional profiles; people with more focused
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TEAM MEMBERS: Katie Gillespie Amy Hurst Beth Rosenberg Jessye Herrell Eliana Grossman Sharang Biswas Eunju Pak Cristina Ulerio Ariana Riccio Jin Delos Santos Patrick Dwyer Sergey Shevchuk-Hill Wendy Martin Lillian Hwang-Geddes Bella Kofner Rheniela Faye Concepcion Theresa Major Saumya Dave Kyle Gravitch Terrance Bobb
resource research Media and Technology
In this study we explore two different faciitation styles, collaboration and competition, in an 1-hour long, highly interactive, digital experience called Future Energy Chicago. The aim of the faciliations is to affect guests' energy literacy, that is their knowledge of, and their attitude and behavior toward energy conservation. In the collaboration condition, guests were encouraged to talk as a whole room about what they had learned about energy during the latest round of play with the goal for the whole room to get as high a score as possible. In the competition condition, guests met only
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resource research Media and Technology
“Reclaiming Digital Futures” is a free guide and associated website for youth organizations to use as they integrate digital learning into their programming and practices. The report is available at DigitalLearningPractices.org. The report and the associated DigitalLearningPractices.org site contain a cross-section of resources to aid organizations and educators in developing quality programming that integrate technology and youth development. Rather than focusing on efforts to help youth become fluent and skilled in uses of technology simply for the sake of meeting predetermined standards
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TEAM MEMBERS: Rafi Santo June Ahn Juan Pablo Sarmiento
resource research Media and Technology
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
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TEAM MEMBERS: Aaron Price Katherine Gean Claire Christensen Elham Beheshti Bryn Pernot Gloria Segovia Halcyon Person Steven Beasley Patricia Ward
resource evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science of soundscape ecology analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater show, group activities, and websites. All components are designed with both sighted and visually impaired students in mind. Multimedia
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TEAM MEMBERS: Barbara Flagg Allan Brenman
resource project Media and Technology
Glaciers around the world are undergoing dramatic changes. Many people, however, have a limited understanding of the scope of these changes because they are geographically distant and difficult to visualize. Although both digital learning tools and online scientific data repositories have greatly expanded over the last decade, there is currently no interface that brings the two together in a way that allows the public to explore these rapidly changing glacial environments. Therefore, to both improve public understanding and provide greater access to already existing resources, the project team will develop the Virtual Ice Explorer to encourage informal learning about glacial environments. This web application will feature an immersive virtual environment and display a suite of environmental data for an array of Earth's glacial systems. An interactive globe will allow users to select from a collection of sites ranging from polar regions to tropical latitudes. Each featured site will offer users an opportunity to interact with (1) a 3D rendering of the landscape; (2) a local map of the site; (3) historical and contemporary photographs of the site; (4) background information text describing the location, past research, and climate impacts; and (5) available environmental data. One of the most original features of the application will be its realistic, immersive 3D rendering of glacial landscapes by combining very high-resolution digital elevation models and satellite imagery with the application's built-in capabilities for immersive virtual environments. Although immersive environments often require expensive equipment, we are maximizing accessibility by developing the Virtual Ice Explorer to run in a web browser and function across various devices. Thus, the application will be available to anyone with internet access, and they can explore at their own pace.

As part of the successful development of Virtual Ice Explorer, the project team will create a platform for digital elevation models to be visualized and explored in 3D by users within the web application; curate digital elevation models, maps, images, text, and environmental data for inclusion in the web application for up to 11 geographically diverse glaciers/glacial landscapes; iteratively user-test the web application with project partners; and design the architecture of the system to readily scale to a larger collection of glaciers/glacial landscapes. To extend dissemination of the final products, the team has partnered with the U.S. Geologic Survey to showcase four benchmark glaciers in their long-term Glaciers and Climate project. In addition to improving understanding of glacier systems in informal learning environments, the project team will explore applications for spatial learning, employment of 3D environments for educational interventions, and use of Virtual Ice Explorer in formal learning environments. This project is funded by the Advancing Informal STEM Learning (AISL) 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. The project also has support from the Office of Polar Programs.
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TEAM MEMBERS: Jason Cervenec Jesse Fox Julien Nicolas
resource project Exhibitions
As the world is increasingly dependent upon computing and computational processes associated with data analysis, it is essential to gain a better understanding of the visualization technologies that are used to make meaning of massive scientific data. It is also essential that the infrastructure, the very means by which technologies are developed for improving the public's engagement in science itself, be better understood. Thus, this AISL Innovations in Development project will address the critical need for the public to learn how to interpret and understand highly complex and visualized scientific data. The project will design, develop and study a new technology platform, xMacroscope, as a learning tool that will allow visitors at the Science Museum of Minnesota and the Center of Science and Industry, to create, view, understand, and interact with different data sets using diverse visualization types. The xMacroscope will support rapid research prototyping of public experiences at selected exhibits, such as collecting data on a runner's speed and height and the visualized representation of such data. The xMacroscope will provide research opportunities for exhibit designers, education researchers, and learning scientists to study diverse audiences at science centers in order to understand how learning about data through the xMacroscope tool may inform definitions of data literacy. The research will advance the state of the art in visualization technology, which will have broad implications for teaching and learning of scientific data in both informal and formal learning environments. The project will lead to better understanding by science centers on how to present data to the public more effectively through visualizations that are based upon massive amounts of data. Technology results and research findings will be disseminated broadly through professional publications and presentations at science, education, and technology conferences. The project is funded by the Advancing Informal STEM Learning (AISL) 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. The project is driven by the assumption that in the digital information age, being able to create and interpret data visualizations is an important literacy for the public. The research will seek to define, measure, and advance data visualization literacy. The project will engage the public in using the xMacrocope at the Science Museum of Minnesota and at the Center of Science and Industry's (COSI) science museum and research center in Columbus, Ohio. In both museum settings the public will interact with different datasets and diverse types of visualizations. Using the xMacroscope platform, personal attributes and capabilities will be measured and personalized data visualizations will be constructed. Existing theories of learning (constructivist and constructionist) will be extended to capture the learning and use of data visualization literacy. In addition, the project team will conduct a meta-review related to different types of literacy and will produce a definition with performance measures to assess data visualization literacy - currently broadly defined in the project as the ability to read, understand, and create data visualizations. The research has potential for significant impact in the field of science and technology education and education research on visual learning. It will further our understanding of the nature of data visualization literacy learning and define opportunities for visualizing data in ways that are both personally and culturally meaningful. The project expects to advance the understanding of the role of personalization in the learning process using iterative design-based research methodologies to advance both theory and practice in informal learning settings. An iterative design process will be applied for addressing the research questions by correlating visualizations to individual actions and contributions, exploring meaning-making studies of visualization construction, and testing the xMacroscope under various conditions of crowdedness and busyness in a museum context. The evaluation plan is based upon a logic model and the evaluation will iteratively inform the direction, process, and productivity of the project.
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TEAM MEMBERS: Katy Borner Kylie Peppler Bryan Kennedy Stephen Uzzo Joe E Heimlich
resource research Media and Technology
The project team is developing and testing a prototype of a computer science game-based intervention intended for Grade 1 students. The prototype will include physical robots that will be designed and controlled on a game board by students through a blue-tooth enabled smartphone app. The product will include teacher resources and suggestions to facilitate classroom integration. In the Phase I pilot research with 5 classrooms and 150 students, the researchers will examine whether the prototype functions as planned, if teachers are able to implement it with small groups of students, and whether
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TEAM MEMBERS: Adrianna Mocscatelli
resource project Media and Technology
The Space Science Institute is developing an astronomy educational social game for the Facebook platform. The game uses the "sporadic play" model popular with many Facebook games, in which players take only a few actions at a time, then return to explore the results. Here players will create their own stars and planetary systems that evolve over time at a rate of a million years a minute. Players set systems in motion, revisiting the game over days or weeks to make new choices and alter strategies. The game is in effect an end-to-end solar system simulation, following a star from birth to death. As a result it encompasses a wide variety of core concepts in astronomy, including galactic structure, stellar evolution and lifecycles, planetary formation and evolution, and habitability and "habitable zones." The accompanying research program will examine the effectiveness of this type of game in informal education, and the effects of the social network on meeting the education goals, including viral spread, cooperative play, and discussions about the game and its underlying content in associated online forums.
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TEAM MEMBERS: James Harold Dean Hines Kate Haley Goldman
resource evaluation Media and Technology
COSI, in partnership with WOSU @ COSI, will be going forward with a project in which enhancements and other changes may be made to the WOSU exhibition space, entrance area, and adjacent hallway. This project may include, but is not limited to, introducing more elements of the PBS Kids brand, such as Sesame Street and Sid the Science Kid, into the exhibition space, introducing interactive elements regarding TV Production to the site, and adding loose parts to the Chroma Key exhibit. To inform decisions about the type and nature of enhancements most needed in the exhibit area, COSI desires to
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TEAM MEMBERS: COSI E. Elaine T. Horr
resource project Media and Technology
Researchers and practitioners in the US and the UK, organized by Twin Cities Public Television in collaboration with co-PIs from Indiana University and the University of Bradford in the UK, will develop a research agenda focused on understanding how participation by youth in various online environments, called "affinity spaces," can promote and enable new approaches to informal STEM learning. Affinity spaces provide opportunities for youth to develop deep interest and engagement in specific topics as well as to interact in groups with others who share common interests. By focusing on affinity spaces, this Science Learning+ project will contribute to the collective understanding of how digital media supports STEM learning. Of particular interest is the potential of these spaces to offer multiple interest-driven trajectories, opportunities to learn with others, and paths toward becoming authentic participants in the discussions. Specifically, the collaborators will: (1) produce a literature review on affinity spaces and informal science learning; (2) organize and convene a two-day workshop to review and refine primary research questions; and (3) produce a white paper summarizing outcomes. Affinity spaces have the ability to connect millions of learners. Developing a research agenda to learn how these spaces can involve youth in experiences across the entire spectrum of STEM disciplines promises to reveal new ways to enhance and enrich the entire ecosystem of informal science learning. In addition, the project will enhance the international research and education infrastructure by facilitating collaborations among researchers in the U.S. and the UK who work at the frontiers of social media and learning.
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TEAM MEMBERS: Richard Hudson Indiana University University of Bradford Sean Duncan Carlton Reeve