Abstract:ABSTRACT:Science museum staff face a constructivist dilemma as they design their public spaces: the exhibits should facilitate science learning, yet they also need to support a diverse visiting public in making their own personal choices about where to attend, what to do, and how to interpret their interactions. To be effective as teaching tools, exhibits need to be highly intrinsically motivating at every step of an interaction in order to sustain involvement by an audience who views their visit primarily as … Show more
“…However, only Kayefi's family (discussed in the following section), appeared to transform 'fun' into 'learning' (or, more specifically, learning with a clear exchange value). While research by Sue Allen (2004) suggests that fun and learning work together in hands-on, interactive galleries in ISLEs, our findings suggest that interactive galleries may not represent the same science learning opportunities to all families. Contrary to our expectations, it was noted that family talk and discussion was particularly limited in the large 'hands on' interactive gallery.…”
It is widely agreed that there is a need to increase and widen science participation. Informal science learning environments (ISLEs), such as science museums, may provide valuable spaces within which to engage visitors -yet the visitor profile of science museums remains narrow. This paper seeks to understand the experiences of socially disadvantaged families within such spaces.Using a Bourdieusian analytic lens, we analyse qualitative data from a small study conducted with 10 parents and 10 children from an urban school who visited a large science museum. Data includes pre-and post-interviews, audio recordings and visit fieldnotes. We characterised families' experiences as falling into three discourses, as 'disorientating', 'fun' or 'meaningful' visits. Analysis identifies how the families' experiences, and the likelihood of deriving science learning from the visit, were shaped through interactions of habitus and capital. Implications for improving equity and inclusion within ISLEs are discussed.
“…However, only Kayefi's family (discussed in the following section), appeared to transform 'fun' into 'learning' (or, more specifically, learning with a clear exchange value). While research by Sue Allen (2004) suggests that fun and learning work together in hands-on, interactive galleries in ISLEs, our findings suggest that interactive galleries may not represent the same science learning opportunities to all families. Contrary to our expectations, it was noted that family talk and discussion was particularly limited in the large 'hands on' interactive gallery.…”
It is widely agreed that there is a need to increase and widen science participation. Informal science learning environments (ISLEs), such as science museums, may provide valuable spaces within which to engage visitors -yet the visitor profile of science museums remains narrow. This paper seeks to understand the experiences of socially disadvantaged families within such spaces.Using a Bourdieusian analytic lens, we analyse qualitative data from a small study conducted with 10 parents and 10 children from an urban school who visited a large science museum. Data includes pre-and post-interviews, audio recordings and visit fieldnotes. We characterised families' experiences as falling into three discourses, as 'disorientating', 'fun' or 'meaningful' visits. Analysis identifies how the families' experiences, and the likelihood of deriving science learning from the visit, were shaped through interactions of habitus and capital. Implications for improving equity and inclusion within ISLEs are discussed.
“…Furthermore, these educational spaces need to be intrinsically motivating at every step of the interaction, have an educational purpose, and respond well to the diversity of learners (Allen, 2004), not just to those with prior scientific interest.…”
Section: Facets Of Out-of-school Learningmentioning
Out-of-school environments offer a unique opportunity for experiental learning which transcends the role of educational resources and teachers. This article introduces the special topic of out-of-school learning in science and mathematics education. First, we present the theoretical underpinnings from the movement towards crossing the boundaries of school in educational practices and broadening educational spaces. We continue with the key facets of out-of-school learning through a constructivist approach, aided by the concept of mediation environments as the third educator from a socio-material perspective. Furthermore, we focus our discussion on a selection of articles from this special number as an international overview on out-ofschool learning. In the conclusion section, we discuss the gaps that the following works fill, as well as new questions that arise in the area. The closing remarks highlight the promotion of active learning in students, considering the role of the environment as the third educator.
“…However, the behaviour of visitors interacting with computer-based exhibits is difficult to predict because of their novelty (Hindmarsh et al, 2005;vom Lehn et al, 2001): visitors may interact differently than the designer's expectations. In particular, interactive installations need to be immediately apprehendable, so that visitors can quickly determine whether it is worthwhile to interact and understand how to get started (Allen, 2004). Museum educators have also become sceptical of the traditional 'button-pushing' didactic model known from science museums, and aim for installation design that supports discovery, sensemaking, imagination, and constructive learning (Bedford, 2014;Falk and Dierking, 2012;Perry, 2012).…”
Section: Social Interaction In Museum Settingsmentioning
This paper presents a video-based field study of the Reactable, a tabletop tangible user interface for music performance, in a hands-on science centre. The goal was to investigate visitors' social interactions in a public setting. We describe liminality and cross-group interaction, both synchronous with fluid transitions and overlaps in use between groups, and asynchronous. Our findings indicate the importance of: 1) facilitating smooth transitions and overlaps between groups, and 2) supporting not only synchronous but also asynchronous group interaction. We discuss the lessons learned on how best to enable liminal situations in the design of interactive tabletops and tangible user interfaces for social interaction and particularly collaborative tangible music in public museum settings.
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