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resource project Exhibitions
This project entails the creation of a coordinated colony of robotic bees, RoboBees. Research topics are split between the body, brain, and colony. Each of these research areas is drawn together by the challenges of recreating various functionalities of natural bees. One such example is pollination: Bees coordinate to interact with complex natural systems by using a diversity of sensors, a hierarchy of task delegation, unique communication, and an effective flapping-wing propulsion system. Pollination and other agricultural tasks will serve as challenge thrusts throughout the life of this project. Such tasks require expertise across a broad spectrum of scientific topics. The research team includes experts in biology, computer science, electrical and mechanical engineering, and materials science, assembled to address fundamental challenges in developing RoboBees. An integral part of this program is the development of a museum exhibit, in partnership with the Museum of Science, Boston, which will explore the life of a bee and the technologies required to create RoboBees.
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TEAM MEMBERS: Robert Wood Radhika Nagpal J. Gregory Morrisett Gu-Yeon Wei Joseph Ayers
resource evaluation Exhibitions
In 2013 and 2014, the Museum of Science (MOS) partnered with Dr. Rob Wood’s lab at Harvard University’s School of Engineering and Applied Sciences (SEAS) to create an exhibition about Wood’s Robotic Bees (RoboBees) project. The Microrobotics Takes Flight exhibition (referred to in the original grant as the RoboBees exhibition) consists of three interactive components and an introductory section. The three interactive components are modeled on the three different engineering teams working on the RoboBees project: the Brain, the Body, and the Colony teams. The purpose of the evaluation was
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TEAM MEMBERS: Museum of Science, Boston Elizabeth Kollmann
resource evaluation Public Programs
To better help museum visitors make sense of large data sets, also called “big data”, this study focuses on what museum visitors felt individual layers of a visual (alone and in combination with other layers) were communicating to them as the visual was constructed or deconstructed layer by layer. A second, smaller study, collected data to better understand how adult visitors would construct large data visualizations. This study was concerned with how people make sense of “big data” in their daily lives and how they engage with reference systems. The primary study used four different “big data
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TEAM MEMBERS: Indiana University Mary Ann Wojton
resource evaluation Public Programs
To better understand how audiences in public spaces, in this case those in a museum setting, relate to and make sense of the phrases “Big Data” and “Data Visualizations”, this study investigated visitors understanding of these terms. This formative study used intercepts; approaching adult visitors and inviting them to participate in a very brief interview. If the person agreed, they were asked additional questions. The first question asked about awareness of the phrase, “Big Data” or for a very small comparison group, “Data Visualization.” Visitors were then asked “How would you explain “Big
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TEAM MEMBERS: Indiana University Mary Ann Wojton
resource evaluation Exhibitions
To better help museum visitors make sense of large data sets, also called “big data”, this study investigated if there were generalizable ways in which visitors engage with and then make meaning of such data sets. This front-end study was designed to explore if there were different, distinct, and repeatable patterns intuited by individuals as they work with large data sets. This was a descriptive, process method using a complex card sort with an interview. Each card had the name of one food item written on it. Food items were diverse, including eggs, crackers, lasagna, apples, tofu and almonds
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TEAM MEMBERS: Indiana University Mary Ann Wojton
resource project Media and Technology
This project is making novel use of familiar technology (smartphones and tablets) to address the immediate and pressing challenge of affordable, ongoing, large-scale museum evaluation, while encouraging museum visitors to engage deeply with museum content. Using a smartphone app, museum visitors pose questions to a 'virtual scientist' called Dr. Discovery (Dr. D). Dr. D provides answers and the chance to complete fun mini-challenges. The questions visitors ask are gathered in a large database. An analytics system analyzes these data and a password-protected website provides continuous, accessible evaluation data to museum staff, helping them make just-in-time tweaks (or longer term changes) to exhibit-related content (such as multimedia, lecture topics, docent training, experience carts, etc.) as current events and visitors' needs and interests change. The intellectual merit of this project is that it is building evaluation capacity among informal educators, advancing the fields of visitor studies, museum evaluation, informal science learning, and situated engagement, and is contributing to the development of novel evaluation techniques in museums. This project has many broader impacts: The Ask Dr. Discovery system is available to any venue that wishes to use or adapt it to their context. By enhancing the visitor experience and improving museum access to data for evaluation and data-driven decision making across the country, Ask Dr. Discovery has both a direct and indirect impact on museums and visitors of all types. This project is also training the next generation of STEM and education innovators by employing a diverse team of undergraduate students.
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TEAM MEMBERS: Judd Bowman Catherine Bowman Brian Nelson
resource project Media and Technology
Informal Community Science Investigators (iCSI) creates a network of four geographically diverse informal science institutions working together on strategies to engage youth ages 10-13 through location based augmented reality (AR) games played on smartphones. These high-interest, kid-friendly games will be used by families visiting the institutions and by youth who enroll in more intensive summer camp programs. Using AR games, participants will engage in playful but scientifically-grounded investigations drawing on each institution's research, exhibits, and natural spaces. For example, a botanical garden might engage young visitors through AR games with themes related to native and invasive species, while a zoo might create a game experience focusing on illegal wildlife trade. Participants in the iCSI summer camp program will have more intensive experiences, including work with the host institution's scientists, opportunities to develop original augmented reality games, and experiences with game-related service learning and citizen science programs. For both target groups (families and campers), the location specific games build understanding of both the institution's mission and the broader realm of scientific research and application. The project will test the notion of participants as "learner hero," the link between game play and the individual's development of competency, autonomy and the relationship to real world experience, in this case through community action on the subject of the game developed. To that end, participants will be encouraged to extend their involvement through related investigations on site and participation in community activities and projects that can be done at home. Social media tools such as Facebook and web sites managed by the host institutions will provide recognition for this extended engagement, helping participants maintain ties to the program. Additionally, program resources provide assistance to adult family members in nurturing and sustaining youth interest in STEM activities and careers. A major effort of the project will be development of a new software infrastructure called TaleBlazer for the augmented reality game that will enable teachers and students to develop their own game that incorporates real data collection and scientific model building. The new platform will enhance the game play platform MITAR developed with NSF funding.
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TEAM MEMBERS: Robert Coulter Eric Klopfer
resource project Public Programs
Laurel Clark Earth Camp was a set of interconnected programs for Middle and High School students and their teachers that help them develop new perspectives on global change. The project was a partnership of the Arizona-Sonora Desert Museum, Arizona Project WET at the University of Arizona, and the Planetary Science Institute in Tucson, Arizona. Project goals were to: I. Engage students in lifelong learning in STEM disciplines to inform their Earth stewardship practices, career decisions and capacity for innovation; II. Provide teachers with tools and experiences to inspire students to discover the real-world relevancy of STEM disciplines and apply this learning to the pursuit of STEM careers and technological innovation; III. Enhance public awareness of environmental change in the southwestern US and the importance of NASA satellites for recording, understanding and predicting these changes. Over four years, Earth Camp served 132 students and 42 teachers. Program participants understand more about Earth System connectivity and are more aware of their impacts on the environment and how to quantify and reduce these impacts. A post-camp online survey of alumni from previous years indicated that 75% of participants were felt that the camp influenced them to be more interested in STEM careers and 80% were more motivated to do well in their science classes. Teachers in the program were able to implement many of the project activities in their classrooms and most of them were exposed to satellite data for the first time; The project also created a public exhibit “Earth Change from Space” at the Arizona-Sonora Desert Museum, and an online tool that allowed students to explore, research and report on global change issues using Google Earth historical imagery.
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TEAM MEMBERS: Debra Colodner
resource project Media and Technology
Bridging Earth and Mars (BEAM): Engineering Robots to Explore the Red Planet engages the general public and K-8 students in exhibits and programs designed to foster awareness of robotic technology, computer programming, and the challenges and opportunities inherent in NASA missions and S-STEM careers. The Saint Louis Science Center (SLSC) of St. Louis, Missouri is the lead institution and project site; partners include Washington University in St. Louis, Saint Louis University, the St. Louis regional FIRST Robotics organization, and the Challenger Learning Center-St. Louis. Project goals are to: 1) inform, engage, and inspire the public to appreciate NASA’s Mission by sharing findings and information about NASA’s missions to Mars; 2) ignite interest in S-STEM topics and careers for diverse K-8 students; and, 3) encourage students in grades 6-8 to sustain participation in educational experiences along the S-STEM careers pipeline. The SLSC will design and build a Martian surface and panorama where two rovers can be remotely controlled. Visitors in the McDonnell Planetarium will use controllers to program rover exploration of the Martian landscape in real-time. Visitors in SLSC’s Cyberville gallery, located one-quarter mile away across a highway-spanning enclosed bridge, will program the second rover with simulated time lag and view its movements via a two-way camera system. SLSC will organize and host a series of Innovation Workshops for K-8 students, each featuring teamwork-building engineering challenges from current and updated NASA-based science curricula. Participants will be recruited from SLSC community partners, which include community centers and faith-based programs for underserved families.
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TEAM MEMBERS: Bert Vescolani John Lakey Paul Freiling
resource project Exhibitions
The National Federation of the Blind (NFB), with six science centers across the U.S., will develop, implement, and evaluate the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through partnerships and companion research, the NCBYS will lead to greater capacity to engage the blind in informal STEM learning. The NCBYS confronts a critical area of need in STEM education, and a priority for the AISL program: the underrepresentation of people with disabilities in STEM. Educators are often unaware of methods to deliver STEM concepts to blind students, and students do not have the experience with which to advocate for accommodations. Many parents of blind students are ill-equipped to provide support or request accessible STEM adaptations. The NCBYS will expose blind youth to non-visual methods that facilitate their involvement in STEM; introduce science centers to additional non-visual methods that facilitate the involvement of the blind in their exhibits; educate parents as to their students' ability to be independent both inside and outside the STEM classroom; provide preservice teachers of blind students with hands-on experience with blind students in STEM; and conduct research to inform a field that is lacking in published material. The NCBYS will a) conduct six regional, two-day science programs for a total of 180 blind youth, one day taking place at a local science center; b) conduct concurrent onsite parent training sessions; c) incorporate preservice teachers of blind students in hands-on activities; and d) perform separate, week-long, advanced-study residential programs for 60 blind high school juniors and seniors focused on the design process and preparation for post-secondary STEM education. The NCBYS will advance knowledge and understanding in informal settings, particularly as they pertain to the underrepresented disability demographic; but it is also expected that benefits realized from the program will translate to formal arenas. The proposed team represents the varied fields that the project seeks to inform, and holds expertise in blindness education, STEM education, museum education, parent outreach, teacher training, disability research, and project management. The initiative is a unique opportunity for science centers and the disability population to collaborate for mutual benefit, with lasting implications in informal STEM delivery, parent engagement, and teacher training. It is also an innovative approach to inspiring problem-solving skills in blind high school students through the design process. A panel of experts in various STEM fields will inform content development. NCBYS advances the discovery and understanding of STEM learning for blind students by integrating significant research alongside interactive programs. The audience includes students and those responsible for delivering STEM content and educational services to blind students. For students, the program will demonstrate their ability to interface with science center activities. Students will also gain mentoring experience through activities paired with younger blind students. Parents and teachers of blind students, as well as science center personnel, will gain understanding in the experiences of the blind in STEM, and steps to facilitate their complete involvement. Older students will pursue design inquiries into STEM at a more advanced level, processes that would be explored in post-secondary pursuits. By engaging these groups, the NCBYS will build infrastructure in the informal and formal arenas. Society benefits from the inclusion of new scientific minds, resulting in a diverse workforce. The possibility for advanced study and eventual employment for blind students also reduces the possibility that they would be dependent upon society for daily care in the future. The results of the proposed project will be disseminated and published broadly through Web sites; e-mail lists; social media; student-developed e-portfolios of the design program; an audio-described video; and presentations at workshops for STEM educators, teachers of blind students, blind consumer groups, researchers in disability education, and museum personnel.
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resource project Media and Technology
In this full-scale research and development project, Oregon State University (OSU), Oregon Sea Grant (OSG) and the Hatfield Marine Science Center Visitors Center (HMSCVC) is designing, developing, implementing, researching and evaluating a cyberlaboratory in a museum setting. The cyberlaboratory will provide three earth and marine science learning experiences with research and evaluation interwoven with visitor experiences. The research platform will focus on: 1) a climate change exhibit that will enable research on identity, values and opinion; 2) a wave tank exhibit that will enable research on group dynamics and problem solving in interactive engineering challenges; and 3) remote sensing exhibits that will enable research on visitor interactions through the use of real data and simulations. This project will provide the informal science educaton community with a suite of tools to evaluate learning experiences with emerging technologies using an iterative process. The team will also make available to the informal science community their answers to the following research questions: For the climate change exhibit, "To what extent does customizing content delivery based on real-time visitor input promote learning?" For the wave tank exhibit, "To what extent do opportunities to reflect on and share experiences promote STEM reasoning processes at a build-and-test exhibit?" For the data-sensing exhibit, "Can visitors' abilities to explain or use visualizations be improved by shaping their visual searches of images?" Mixed-methods using interviews, surveys, behavioral instruments, and participant observations will be used to evaluate the overall program. Approximately 60-100 informal science education professionals will discuss and test the viability of the exhibit's evaluation tools. More than 150,000 visitors, along with community members and local middle and high school students, will have the opportunity to participate in the learning experiences at the HMSCVC. This work contributes to the fields of cyberlearning and informal science education. This project provides the informal science education field with important knowledge about learning, customized content delivery and evaluation tools that are used in informal science settings.
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TEAM MEMBERS: Shawn Rowe Nancee Hunter Jenny East
resource research Media and Technology
Educators in informal science are exploring data visualization as a way to involve learners in analyzing and interpreting data. However, designing visualizations of data for learners can be challenging, especially when the visualizations show more than one type of data. The Ainsworth three-part DeFT framework can help practitioners design multiple external representations to support learning.
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TEAM MEMBERS: Lisa Sindorf Joyce Ma