April 6th, 2006 | RESEARCH
In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques, which utilized ubiquitous computer technology, to stimulate active participation, involvement and learning by children visiting a museum. Key stakeholders, such as museum curators and docents, were involved throughout the process of creating the exhibition, Re-Tracing the Past, in the Hunt Museum, Limerick, Ireland. The paper describes aspects of the evaluation of the exhibition, which involved 326 schoolchildren (ages 9-12-year-old), and which exemplifies important features of the design and the use of novel technology in museums. These guidelines relate 12 experiential criteria to five supporting design informants and resources. The guidelines encompass important dimensions of children's educational experience in museums, including collaboration, engagement, active interpretation, and materiality. While developed in a museum context, these guidelines could be applied to the development of novel computing to enhance children's learning in other educational environments, both formal and informal.
Document
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Team Members
Tony Hall, Author, University of NottinghamL. Banon, Author, University of Limerick
Citation
Publication: Journal of Computer Assisted Learning
Volume: 22
Number: 1
Page(s): 231
Related URLs
Tags
Audience: Elementary School Children (6-10) | Middle School Children (11-13) | Museum | ISE Professionals
Discipline: Education and learning science | Engineering | General STEM | History | policy | law | Technology
Resource Type: Peer-reviewed article | Research Products
Environment Type: Exhibitions | Museum and Science Center Exhibits | Museum and Science Center Programs | Public Programs