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Enhancing children's learning in museums: A Design-Based Research Approach

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This paper reports research, conducted in collaboration with the Hunt Museum, Limerick, Ireland, which explored the design and deployment of novel ubiquitous computing to augment children's learning in museums. The paper summarises a Design- Based Research process. The poster will display the final results of the research. The authors have presented the initial and interim findings at the previous two ICLS conferences (e.g. Hall et al, 2004).
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Enhancing children’s learning in museums: A Design-Based
Research Approach
Tony Hall, Learning Sciences Research Institute, University of Nottingham, UK,
tony.hall@nottingham.ac.uk
Liam Bannon, Luigina Ciolfi, Paul Gallagher, Kieran Ferris, Interaction Design Centre, University of
Limerick, Ireland,
Email: liam.bannon@ul.ie, luigina.ciolfi@ul.ie, paul.gallagher@ul.ie, kieran.ferris@ul.ie
Ruth Mulhern, The Hunt Museum, Limerick, Ireland, ruth@huntmuseum.com
Nora Hickey, Lewis Glucksman Gallery, University College Cork, Ireland, nora.hickey@ucc.ie
Abstract: This paper reports research, conducted in collaboration with the Hunt Museum,
Limerick, Ireland, which explored the design and deployment of novel ubiquitous
computing to augment children’s learning in museums. The paper summarises a Design-
Based Research process. The poster will display the final results of the research. The
authors have presented the initial and interim findings at the previous two ICLS conferences
(e.g. Hall et al, 2004).
The Design-Based Research Process in the Hunt Museum
The aim of the research described here was to make a difference in the way children experience
artefacts and museums. Thus, it was of paramount importance that the design process was sensitive to the
museum’s many important stakeholders. Previous research (Rogers & Edwards, 2002) had identified lack
of consultation with educational and curatorial stakeholders as a major barrier impeding the design of
successful exhibitions in museums. Furthermore, it was decided to adopt a Design-Based Research (DBR)
approach because there is a commitment within DBR both to improve design practice and also to enhance
scientific understanding of how design affects learning (Barab & Squire, 2004) In all, the Hunt Museum
DBR process encompassed six main design activities or consultations:
1. Technical experimentation (six probes, where the interactive capabilities of a number of innovative
computer technologies (e.g. RFID, WebCam tracking) were tested, both in lab settings and in the Hunt
Museum);
2. Consultation of children’s history and museum education policy (as outlined in the Irish Primary
School History Curriculum and the ICOM (International Council of Museums) charter);
3. Design, development and evaluation of a large-scale interactive museum exhibition, Exploring Digital
History at Nottingham Castle and Museum, which preceded and significantly informed the
development work for the exhibition in the Hunt Museum;
4. Observational studies (of schoolchildren’s interactions in two interactive museum workshops, a
simulated archaeology dig and time machine);
5. Consultation of museum and Hunt family experts (docents (the museum’s specialist guides), curators,
museum education officers, Hunt family biographer);
6. Scan and evaluation of physical/spatial constraints of the museum.
As is characteristic of most Design-Based Research, the design process was closely informed by an
orienting theoretical perspective. The conceptual or theoretical framework for the Hunt Museum comprised
eight major design concerns or themes: (1) materiality; (2) narrativity; (3) sociality; (4) activity; (5) multi-
modality; (6) engagement; (7) computer as augmentation tool; and (8) pedagogical activity.
The Design Product: Re-Tracing the Past
The space limitations of a conference poster proposal constrain the depth of the discussion of the
analytic data, particularly as over sixty hours of video data, (in addition to other data collection activities
and instruments such as questionnaires, interviews and pre- and post-visit school visits), were collected and
analysed. Overall, the evaluation of the exhibition revealed that Re-Tracing the Past had a positive impact
in terms of the eight design themes: materiality, narrativity, etcetera. For detailed discussion of data
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pertaining to each theme, the authors refer the reader to more comprehensive accounts of the research (Hall
& Bannon, 2005) on which this paper is based. The images below show children interacting with various
features of the highly innovative and successful interactive exhibition. The final design in the museum was
a replica study room and adjoining mysterious room, which contained interactive fittings. The design of the
exhibition in the Hunt Museum embodied the theoretical frame described previously, and children’s
experience of Re-Tracing the Past was a highly positive one.
Figure 1.
Snapshots of children’s interactions in Re-Tracing the Past.
References
Barab, S., & Squire, K. (2004). Design–Based Research: Putting a Stake in the Ground. In Kolodner, J.,
Barab, S., Eisenberg, M. (Eds.) The Journal of the Learning Sciences, 13(1), 1-14.
Hall, T., & Bannon, L. (2005). Co-operative design of children's interaction in museums: A case study in
the Hunt Museum. CoDesign: International Journal of CoCreation in Design and the Arts, 1(3),
187-218.
Hall, T., Ciolfi, L., Ferris, K., Bannon, L., Gallagher, P., Hickey, N., Hedman, A., & Tobiasson, H. (2004).
Tools for Open Interpretation: using novel computing to support multiple perspectives in children's
historical understanding. ICLS2004: The Sixth International Conference of the Learning Sciences,
June 22-26, 2004, Santa Monica, California.
Rogers, R., & Edwards, S. (2002). The Big Sink: a report on the key factors for designing, building,
equipping, using and managing creative spaces in galleries, museums and schools. Group for
Education in Museums (GEM) News. No. 86. Summer 2002, 8-9.
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... Among these are ways in which visitors may contribute to the exhibition (e.g. [5]), different means of exploring exhibited material (e.g. [10]), and novel forms of interaction (e.g. [8]). ...
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This paper reports research conducted in collaboration with the Hunt Museum, Limerick, Ireland, which examined how children's interaction in museums could be augmented through co-operative design. The paper describes the participatory design process that was undertaken over a two-year period, involving key informants and stakeholders, including teachers, docents (specialist museum guides) and curators. The designers also explored the potential of ubiquitous computing to enhance children's interpretive experience in museums, and this is also described. The research reported in this paper was supported within the EU disappearing computer (DC) initiative, specifically the SHAPE project. The goal of SHAPE, Situating Hybrid Assemblies in Public Environments, was to explore how emerging, novel computer technologies could be deployed in public spaces to enhance interaction and learning. The project culminated in the deployment of an innovative, large-scale computer-augmented exhibition, Re-Tracing the Past, in the Hunt Museum. This novel exhibition was open to the public from 9 to 19 June 2003. This paper documents the design process from initial scenario elaboration through to final deployment of novel technology in the museum. Evaluation data are also discussed, and the paper concludes with some insights for participatory design of technology to enhance children's interaction in museums. Furthermore, the review of evaluation data illustrates how the design themes that informed the extensive design process were successfully embodied in the final exhibition in the museum.
Article
The research which we report in this paper was undertaken within a project of the European Union's Disappearing Computer (DC) initiative. The DC comprised sixteen cognate projects, each concerned with different aspects of people's lives and their enhancement through new non-desktop computational artefacts. Our project, SHAPE, (Situating Hybrid Assemblies in Public Environments), focused on exploring how novel ubiquitous computing technologies might be designed and appropriated, in situ to augment visitors' experience of public spaces, specifically galleries and museums. The project extended over three years, during which time we engaged in a number of innovative technology explorations, testing and trying-out the interaction capabilities of a number of novel and emerging computer technologies: e.g., Augmented Reality; 3D tracking; and wireless RFID technology. Our work was also strongly informed by a human-centred-interaction design sensibility. We also conducted an extensive series of observational studies of visitors and children in museums and interviews with kids and teachers and general visitors. During our design process, we furthermore consulted a number of other key design informants, including museum curatorial and educational personnel.
The Big Sink: a report on the key factors for designing, building, equipping, using and managing creative spaces in galleries, museums and schools. Group for Education in Museums (GEM) News. No. 86
  • R Rogers
  • S Edwards
Rogers, R., & Edwards, S. (2002). The Big Sink: a report on the key factors for designing, building, equipping, using and managing creative spaces in galleries, museums and schools. Group for Education in Museums (GEM) News. No. 86. Summer 2002, 8-9.
Tools for Open Interpretation: using novel computing to support multiple perspectives in children's historical understanding
  • T Hall
  • L Ciolfi
  • K Ferris
  • L Bannon
  • P Gallagher
  • N Hickey
  • A Hedman
  • H Tobiasson
Hall, T., Ciolfi, L., Ferris, K., Bannon, L., Gallagher, P., Hickey, N., Hedman, A., & Tobiasson, H. (2004). Tools for Open Interpretation: using novel computing to support multiple perspectives in children's historical understanding. ICLS2004: The Sixth International Conference of the Learning Sciences, June 22-26, 2004, Santa Monica, California.