Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu.

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Presentation transcript:

Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

Outline Introduction The design process  Participants The design product: re-tracing the past in the Hunt Museum Results  Materiality  Engagement  Sociality  Active interpretation Emerging design guideline Discussion: open issues

Introduction Museums can have a profound impact on children’s motivation and interest in learning. Museums must compete with other cultural and ‘edutainment’ activities and centres. Traditional computers can be obtrusive and distractive  pervasive and ubiquitous computing The research redresses the lack of systematic design research in utilizing ubiquitous computing in museums.

The design process - participants Collaboration and consultation with education and curatorial stakeholders Six main design process elements: 1. Technical experimentation 2. Consultation of children’s history and museum education policy 3. Design, development and evaluation of a large-scale interactive museum exhibition 4. Observational studies 5. Scan and evaluation of physical/spatial constraints of the museum 6. Consultation of museum and Hunt family experts

The design process (cont.) Design concerns:  Materiality  Narrativity  Sociality  Activity (active interpretation)  Multimodality  Engagement  Computer as augmentation tool  Pedagogical activity

The design product: re-tracing the past in the Hunt Museum Study room  4 interactive fittings The interactive trunk The Virtual Touch Machine Interactive desktop Radio Opinion room  Children could leave their opinion through an interactive recording station  The replicas of 4 mysterious objects are placed in the room, allowing children to touch and discuss  Darkened and made to appear mysterious to evoke visitor curiosity

Results Over 60 hours of video recorded was analysed and supplemented with post-visits. The discipline problems. The exhibition proved very successful in terms of the design themes. Only four themes are focused  Materiality  Sociality  activity/active interpretation  engagement

Recognizing the space as an antique or old office was a key aspect of children’s appreciation of the material qualities of the exhibition Brian subsequently sees the oil lamp, one of the furnishings placed on the interactive desk in the Study Room to add authenticity to the exhibition The comfortable and inviting qualities of the exhibition were also reflected in the way a number of children relaxed in the space Results - Materiality

Results - Engagement A ‘dwell time’ analysis of the duration of the boys’ stay in the museum was conducted, to determine more specifically how much time they spent in the exhibition Jones (2003) argues, ‘dwell time’ can be useful as an indication of the attractiveness of an exhibit or exhibition (if visitors are interacting, as intended, and they are continuously active)

Results - Sociality a social experience was not only to support children’s cognitive development (Vygotsky 1978) but also to address important aspects of their affective development As Kolakowski (1990) notes, co-operation and collaboration with others are crucially important for one’s personal development and integration in one’s culture and social milieu

Results – Sociality (cont.) Using the virtual touch machine involved children taking turns or sharing rather than working through the technology to achieve mutual tasks. The trunk would display extra information about an object or objects if children placed their respective cards together simultaneously. This ‘reward’ for their collaboration helped significantly to encourage co- operation among children using this interactive

Results - Active interpretation To explore in an active constructivist way To support children as active interpreters of museum objects

Emerging design guidelines Guidelines: 1. Provides a narrative structure 2. The exhibition space is an inviting place 3. Incorporates children’s contributions 4. Experience integrates computing 5. Sustains children’s curiosity 6. Complements ‘formal’ history pedagogy 7. Supports somatic learning 8. Facilitates both individual and group interaction 9. Encourages discovery learning 10. Supports different types of visits 11. Incorporates a variety of activities 12. Timely and relevant intervention is provided Design informants: 1. Children’s perspective 2. Curricular/educational perspective 3. Museum perspective 4. Physical-spatial requirements 5. Technical exploration

Discussion: open issues The relationship between children’s learning experience in museums and their everyday learning Scaffolding  The importance of timely and relevant intervention ‘Invisibility’ of technology  Ubiquitous computing

Q & A