Skip to main content

Community Repository Search Results

resource research Exhibitions
Given the growth of technology in the 21st century and the growing demands for computer science skills, computational thinking has been increasingly included in K-12 STEM (Science, Technology, Engineering and Mathematics) education. Computational thinking (CT) is relevant to integrated STEM and has many common practices with other STEM disciplines. Previous studies have shown synergies between CT and engineering learning. In addition, many researchers believe that the more children are exposed to CT learning experiences, the stronger their programming abilities will be. As programming is a
DATE:
TEAM MEMBERS: Hoda Ehsan Tikyna Dandridge Ibrahim Yeter Monica Cardella
resource project Exhibitions
Computational Thinking (CT) is a relatively new educational focus and a clear need for learners as a 21st century skill. This proposal tackles this challenging new area for young learners, an area greatly in need of research and learning materials. The Principal Investigators will develop and implement integrated STEM+C museum exhibits and integrate CT in their existing engineering design based PictureSTEM curriculum for K-2 students. They will also pilot assessments of the CT components of the PictureSTEM curriculum. This work will make a unique contribution to the available STEM+C learning materials and assessments. There are few such materials for the kindergarten to second grade (K-2) population they will work with. They will research the effects of the curriculum and the exhibits with a mixed methods approach. First, they will collect observational data and conduct case studies to discover the important elements of an integrated STEM+C experience in both the formal in-school setting with the curriculum and in the informal out-of-school setting with families interacting with the museum exhibits. This work will provide a novel way to understand the important question of how in- and out-of-school experiences contribute to the development of STEM and CT thinking and learning. Finally, they will collect data from all participants to discover the ways that their activities lead to increases in STEM+C knowledge and interest.

The Principal Investigators will build on an integrated STEM curriculum by integrating CT and develop integrated museum exhibits. They base both activities on engineering design implemented through challenge based programming activities. They will research and/or develop assessments of both STEM+C integrated thinking and CT. Their research strategy combines Design Based Research and quantitative assessment of the effectiveness of the materials for learning CT. In the first two years of their study, they will engage in iterations on the design of the curriculum and the exhibits based on observation and case-study data. There will be 16 cases that draw from each grade level and involve data collection for the case student in both schools and museums. They will also use this work to illuminate what integrated STEM+C thinking and learning looks like across formal and informal learning environments. Based in some part on what they discover in this first phase, they will conduct the quantitative assessments with all (or at least most) students participating in the study
DATE: -
TEAM MEMBERS: Tamara Moore Monica Cardella Senay Purzer Sean Brophy Morgan Hynes Tamara Moore Hoda Ehsan
resource evaluation Media and Technology
The Science Behind Pixar (SBP) exhibition was the product of a collaborative effort among the Museum of Science, Boston (MOS), Pixar Animation Studios, and the Science Museum Exhibit Collaborative (SMEC). The 13,000 square foot exhibition presented the science, math, and computer science behind Pixar Animation Studios’ animated films and innovation. Before entering SBP, visitors watched a five-minute film that oriented them to the exhibition and discussed its main messages. Visitors then interacted with screen-based and physical interactive exhibits, as well as the technical pipeline of the
DATE:
resource project Media and Technology
Becoming computationally literate is increasingly crucial to everyday life and to expanding workforce capacity. Research suggests that computational literacy--knowing what, when, how, and why to use the ideas of computer science, in combination with the capacity to view problems and potential solutions through the lens of computational structures and procedures--can be supported through digital game play. This project aims to develop a social and creative exhibit game that foregrounds aspects of computer science, specifically artificial intelligence (AI) and computer programming, in ways that enable youth to explore, construct, and share computational complex systems content with one another and other museum visitors. To play the game, pairs of youth visitors will use code cards to program the behavior of AI animals in a virtual forest. As they do so, youth will engage with computational literacy practices, such as basic computer programming, describing their computational ideas, and doing computational problem solving with their friends. Their activity will be projected on a large screen as a strategy for enabling youth to test, rehearse, and communicate their computational ideas and to also interest other visitors into computational problem solving.

Using multi-perspective and iterative design-based research, university learning scientists, museum practitioners, and game developers will pursue research questions around how science museums can better engage youth who are traditionally underrepresented in computer science in complex computational practices. Data sources will include interactive-log data, observations of visitor interactions with the game, visitor interviews, and visitor surveys. A multimodal and mixed methods approach that searches for convergences between qualitative analysis, quantitative analysis, and learning analytics will be used to generate research findings. Changes in computational literacy will be assessed by evaluating what problems visitors choose to solve with programming, how they frame those problems, and their selections from among possible solutions, what they program, how they program, and how they describe programming ideas. The results of this project will include: 1) a social, interactive gameplay experience that supports the development of computational literacy; 2) design principles for game-based exhibits that facilitate development of computational literacy; and 3) new knowledge of variations in design and gameplay across diverse gameplay users, including those from underrepresented groups in computer science. It is anticipated that 1,000 museum youth visitors will directly participate in the study.

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.
DATE: -
TEAM MEMBERS: Matthew Berland Leilah Lyons Matthew Cannady
resource project Exhibitions
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. This study will capitalize on the increased availability and affordability of immersive interactive technologies, such as Augmented Reality devices and virtual characters, to investigate their potential for benefitting STEM learning in informal museum contexts. This project will combine these technologies to create an Augmented Reality experience that will allow middle-school youth and their families to meet and assist a virtual crew on a historic ship at the Independence Seaport Museum in Philadelphia. The players in this game-like experience will encounter technologies from the turn of the 20th century, including steam power, electricity, and wireless communication. Crew members and technologies will be brought to life aboard the USS Olympia, the largest and fastest ship in the US Navy launched in 1892. The historic context will be positioned in relation to current day technologies in ways that will enable a change in interest towards technology and engineering in middle school-age youth. This will result in a testbed for the feasibility of facilitating short-term science, technology, engineering and mathematics (STEM) identity change with interactive immersive technologies. A successful feasibility demonstration, as well as the insights into design, could open up novel ways of fostering STEM interest and identity in informal learning contexts and of demonstrating the impact of this approach. The potential benefit to society will rest in the expected results on the basic science regarding immersive interactive technologies in informal learning contexts as well as in demonstrating the feasibility of the integrated approach to assessment.

This project will use a living lab methodology to evaluate interactive immersive technologies in terms of their support for STEM identity change in middle-school age youth. The two-year design-based research will iteratively develop and improve the measurement instrument for the argument that identity change is a fundamental to learning. A combination of Augmented Reality and intelligent virtual agents will be used to create an interactive experience--a virtual living lab--in an informal museum learning exhibit that enables change interests towards technology and engineering and provides short-term assessment tools. In collaboration with the Independence Seaport Museum in Philadelphia, the testbed for the approach will be an experience that brings to life the technologies of the early 20th century aboard a historic ship. Through the application of Participatory Action Research techniques, intelligent virtual agents interacting with youth and families will customize STEM information relating to the ship's mission and performance. Topics explored will make connections with current day technologies and scientific understanding. Mixed-methods will be used to analyze interactions, interview and survey data, will form the basis for assessing the impact on youth's STEM interests. The elicitation method specifically includes assessment metrics that are relevant to the concept of learning as identity change. This assessment, through immersive interactive technologies, will target the priority areas of engagement in STEM as well as the measurement of outcomes.
DATE: -
TEAM MEMBERS: Stefan Rank Ayana Allen Glen Muschio Aroutis Foster Kapil Dandekar
resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

This work 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.
DATE: -
TEAM MEMBERS: Michael Horn Brian Magerko Jason Freeman
resource project Media and Technology
The connections between technology applications of all sorts and human users that are ubiquitous in informal learning and assume a great deal about how the technology is used and how learning takes place. Much of the research in this area has been focused on game design and interaction. This project will examine this interaction involving the use of gestures that represent how individuals work with systems and large data sets that represent complex systems like the oceans, to understand how basic elements of a project with a 3-D type of design might enhance the user experience and increase the utility and learning that takes place by understanding the cognitive elements of these game like interactions in specific STEM related settings like museums.

This exploratory pathways project will investigate the use of interactive, gesture-enabled, multi-touch spheres for teaching about ocean systems in science centers and museums. The gesture-enabled aspect of the project will improve on interactive table-top installations which can frustrate users who use unexpected gestures and receive no response leading to brief interaction and abandonment without significant interaction or learning. The project will investigate ways in which unsupported gestures would still produce a system response which would encourage the user to remain at the installation and continue to investigate. The effect of multiple gestures will be supported by using natural mappings between gestures and interactions with the on-sphere data.

The project investigates theories of embodied cognition that support the notion that by engaging with global-scale datasets on a spherical display more effectively models the earth in a non-distorted manner and therefore will be more natural and allow users to develop a more accurate conceptual model of how data relates to itself and the globe. In this way, the project shares some aspects of understanding about learning through game play. The sphere will not be a fully developed game but will share characteristics of game play.

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.
DATE: -
TEAM MEMBERS: Katie Stofer Lisa Anthony Peter Chang Alice Darrow Annie Luc Hannah Neff Alex Popeil Carrie Schuman Nikita Soni Betty Dunckel John Baek Bilge Mutlu Amanda Morales Jeremy Alexandre Brittani Kirkland
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.
DATE: -
TEAM MEMBERS: Bert Vescolani John Lakey Paul Freiling