The Educational Gaming Environments group (EdGE) at TERC embarked on a research project to study serious online collaborative gaming environments as a vehicle for engaging the public with National Science Digital Library (NSDL) resources. The goal of the project was two-fold: to design and test serious games that use a prototype virtual resource center; and to build a community and framework for creating a Serious Games Pathway to deliver NSDL resources into this burgeoning community with the aim of facilitating STEM learning. As part of this endeavor, the external evaluators under the
There is a growing commitment within science centres and museums to deploy computer-based exhibits to enhance participation and engage visitors with socio-scientific issues. As yet however, we have little understanding of the interaction and communication that arises with and around these forms of exhibits, and the extent to which they do indeed facilitate engagement. In this paper, we examine the use of novel computer-based exhibits to explore how people, both alone and with others, interact with and around installations. The data are drawn from video-based field studies of the conduct and
In this paper, researchers from the University of North Carolina at Asheville, Denver Museum of Natural History (DMNH), and Colorado State University, present findings from two studies that established a link between certain design features commonly found in museum environments and the state of psychological flow. Study one observed visitor behavior in a museum hall at DMNH before and after renovation. The study found that after the design changes, visitors attended more to the exhibits. Study two, a post-hoc survey analysis, investigated which design features in particular are responsible for
In domains with multiple competing goals, people face a basic challenge: How to make their strategy use flexible enough to deal with shifting circumstances without losing track of their overall objectives. This article examines how young children meet this challenge in one such domain, tic-tac-toe. Experiment 1 provides an overviews of development in the area; it indicates that children's tic-tac-toe strategies are rule based and that new rules are added one at a time. Experiment 2 demonstrates that even young children flexibly tailor their strategy use to meet shifting circumstances
Constraints on learning, rather than being unique to evolutionarily privileged domains, may operate in nonprivileged domains as well. Understanding of the goals that strategies must meet seems to play an especially important role in these domains in constraining the strategies even before they use them. THe presente experiments showed that children can use their conceptual understanding to accurately evaluate strategies that they not only do not yet use but hat are more conceptually advanced than the strategies they do not use. In Experiment 1, 5-year-olds who did not yet use the min strategy
There is a recognized need to rigorously examine the efficacy of approaches to supporting informal learning. In this study, we used a 2 × 2 factorial experimental design to test the impact of a computer guide on 3 proximal measures of visitor learning at an interactive math exhibit. In total, 128 families were systematically assigned to engage with the exhibit either with or without access to a supplementary computer kiosk. Visitor groups with access to the computer spent longer, on average, at the exhibit and engaged in more mathematical behaviors compared to other groups. However, based on
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TEAM MEMBERS:
Oregon Museum of Science and IndustryScott PattisonScott EwingAngela Frey
In this article, Mary Jane Taylor, Interim Director of Public Programs at Winterthur Museum & Country Estate, shares the Request for Proposal process associated with the "Made in China: Export Porcelain from the Leo and Doris Hodroff Collection at Winterthur" exhibition and the associated "Design your own plate" interactive. Evaluation results and RFP are included in this article.
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
Rockman et al (REA), in partnership with Marti Louw and the University of Pittsburgh Center for Learning in Out-of-School Environments (UPCLOSE), conducted a summative evaluation in Fall 2012-Spring 2013 of a temporary museum exhibition at the Carnegie Museum of Natural History (CMNH) in Pittsburgh, PA called, Stories in the Rock. The exhibition highlighted CMNH researchers’ documentation of ancient petroglyph sites in Saudi Arabia using GigaPan technology to capture high-resolution, zoomable images of the rock art. The exhibition centers around an activity called the Explorable Image, a
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University of Pittsburgh Center for Learning in Out-of-School EnvironmentsCamellia Sanford-Dolly