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

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Page 1: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

Designing ubiquitous computing to enhance children’s learning in museums

T. Hall & L. Bannon

presented by: Mïchu

Page 2: 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

Page 3: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

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.

Page 4: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

The design process - participants

Collaboration and consultation with education and curatorial stakeholders

Six main design process elements:1. Technical experimentation2. Consultation of children’s history and museum education

policy3. Design, development and evaluation of a large-scale

interactive museum exhibition4. Observational studies5. Scan and evaluation of physical/spatial constraints of the

museum6. Consultation of museum and Hunt family experts

Page 5: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

The design process (cont.)

Design concerns: Materiality Narrativity Sociality Activity (active interpretation) Multimodality Engagement Computer as augmentation tool Pedagogical activity

Page 6: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

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

Page 7: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu
Page 8: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

Results

Over 60 hours of video recorded was analysed and supplemented with post-visits.

The discipline problems. The exhibition proved very successful in ter

ms of the design themes. Only four themes are focused

Materiality Sociality activity/active interpretation engagement

Page 9: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

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

Page 10: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

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)

Page 11: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

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

Page 12: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

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

Page 13: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

Results - Active interpretation

To explore in an active constructivist way To support children as active interpreters of

museum objects

Page 14: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

Emerging design guidelines

Guidelines:1. Provides a narrative structure2. The exhibition space is an inviting

place3. Incorporates children’s

contributions4. Experience integrates computing5. Sustains children’s curiosity6. Complements ‘formal’ history

pedagogy7. Supports somatic learning8. Facilitates both individual and

group interaction9. Encourages discovery learning10. Supports different types of visits11. Incorporates a variety of activities12. Timely and relevant intervention is

provided

Design informants:1. Children’s perspective2. Curricular/educational perspective3. Museum perspective4. Physical-spatial requirements5. Technical exploration

Page 15: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

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

Page 16: Designing ubiquitous computing to enhance children’s learning in museums T. Hall & L. Bannon presented by: Mïchu

Q & A