This is an evaluation report for the installation of the Magic Planet exhibit at the Hatfield Marine Science Center. The report is on file with NOAA and is Oregon Sea Grant Publication ORESU-S 10-04.
Hobby activities can be viewed through the lens of informal, free-choice learning. A wide range of hobbies combine fun and learning-intensive practices, and can contribute to scientific literacy. Hobby learning involves clear goal orientation, persistence and effort, and often results in more richly and strongly connected knowledge; traits highly valued...
Data visualizations designed for academic scientists are not immediately meaningful to everyday scientists. Communicating between a specialized, expert audience and a general, novice public is non-trivial; it requires careful translation. However, more widely available visualization technologies and platforms, including new three-dimensional spherical display systems in schools and informal science education...
Museum settings including aquariums, zoos and science centers rely heavily on their volunteer docent populations to interact with and communicate science and conservation concepts to the visiting public. The interactions docents have with museum visitors are important to meeting the educational expectations of museums and improving public science literacy as...
The purpose of this research was to test the effectiveness of
the ethnographic method as a tool for evaluating nontraditional
adult and continuing education programs. The program evaluated was
the Oregon Heritage Festival, a four-week Summer Term activity
designed to eclectically draw upon the arts, humanities, and science
to illustrate...
For adult learners to succeed in their educational endeavors, adult educators and event planners must meet their needs and goals (Storksdieck, Ellenbogen, & Heimlich, 2005). The learning environment affects how adults learn and what outcomes they achieve (e.g., Hamilton & Tee, 2010; Knowles, 1990; Lim, Morris, & Kupritz, 2007; Young,...
Human development researchers consider adolescence a rich time for interest development and identity exploration. A relatively new movement in the Free-Choice Learning (FCL) arena, the Maker movement, offers learners interest-driven, experiential, often collaborative, and process-oriented activities ranging from game design (computer-based and otherwise) and robotics, to sewing LEDs into clothing...