The Sound Travels research team will share a recording that exemplifies affective associations made with specific sounds by visitors to free-choice learning environments (a science museum, a park, a zoo, and a botanical garden). This recording reflects direct collaboration with visitors and demonstrates the variation in how people make sense of sound, both in identifying its sources and in describing its effects on their emotional and cognitive states. Our US-based, federally funded project explores the impacts of ambient and designed sound on STEM learning and leisure experiences. Beyond addressing our research questions, we embrace the larger goals of seeking meaningful input from professionals in and visitors to these spaces and directly informing educational design practice. Our methods include multiple stationary ambient recordings within spaces of interest, a post-experience visitor questionnaire, and a “sound search” instrument in which visitors record video clips during their experience to represent sounds that make them feel curious, energized, uneasy, and peaceful. Together, the resulting data reveal not only how visitors are affected by sound but also how visitors experience and notice sound in context, and in what ways a person’s embodied and culturally informed associations with sound relate to their experiences of learning and leisure.
more »
« less
Outside Museum Walls: The Impact of Community Facilitators in an Outdoor Social Science Exhibition
The museum field has begun exploring the effects of facilitation on visitors’ learning, focusing on facilitation by museum staff inside museum buildings. However, some museum professionals contend that museums have a responsibility to serve their communities in the spaces where community members spend time, rather than expecting the public to come to them. Less is known about the effects of facilitation on visitors in urban outdoor spaces where interactions with facilitators are unexpected. The present study contributes to this line of literature by describing a quasi-experimental study that assessed the effects of exhibition facilitation led by community stewards using a trauma-informed approach in an outdoor, freely accessible civic plaza. Video observation and visitor interview data were collected. The present study found that facilitation increased visitors’ exhibit usage, overall satisfaction, and some but not all assessed areas of affective and metacognitive learning. The study highlights the value of research conducted in partnership and the power of content-humanizing facilitation.
more »
« less
- Award ID(s):
- 2116110
- PAR ID:
- 10515282
- Publisher / Repository:
- Visitor Studies
- Date Published:
- Journal Name:
- Visitor Studies
- ISSN:
- 1064-5578
- Page Range / eLocation ID:
- 1 to 35
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
null (Ed.)Over the last decade, large multitouch displays have become commonplace in museums and other public spaces. While there is preliminary evidence that exhibits based on tangible technologies can be more attractive and engaging for visitors than displays alone, very little empirical research has directly compared tangible to large multitouch displays in museums. In this paper, we present a study comparing the use of a tangible and a multitouch tabletop interface in an exhibit designed to explore musical rhythms. From an observation pool of 791 museum visitors, a total of 227 people in 82 groups interacted with one of the two versions of our exhibit. We share the exhibit design, experimental setup, and methods and measures. Our findings highlight advantages of tangible interaction in terms of attracting and engaging children and families. However, the two exhibits were equally effective at supporting collaborative interaction within visitor groups. We conclude with a discussion of the implications for museum exhibit design vis-à-vis visitor engagement and learning.more » « less
-
Museum educators play a major role in how visitors’ experience failure moments during STEM-related activities. The purpose of this study was to explore how museum educators co-constructed iteration through failure moments with visitors during an engineering activity. Utilizing an instrumental case study, we analyzed video data and one-on-one reflective meetings from five museum educators. Through our analysis, we highlight how educators and visitors are able to jointly attend, interpret, and respond to failures that leads to continuous improvements of the prototype and/or design process (i.e., iteration). The significance of this study lies in providing informal educators with approaches they can incorporate to support visitors during the failure-learning process, namely, strategies that develop visitors’ noticing skills around failure.more » « less
-
The Change Your Game | Cambia tu juego (formerly Game Changers) project has developed an Inventive Identity Toolkit for wide distribution across the informal science learning (ISL) community. The toolkit is aimed at exhibition designers and informal science educators; it provides practical tips to help visitors explore their inventive identities so they can see themselves as creative problem solvers. The toolkit first offers background on Joanna K. Garner and Avi Kaplan’s theoretical frameworks, the Dynamic Systems Model of Role Identity (DSMRI), and the Visitor Identification and Engagement in STEM (VINES) model. The toolkit then includes design tips for applying the DSMRI-VINES models and encouraging visitors’ inventive identity exploration in unstaffed exhibition galleries. Similarly, the toolkit offers specific facilitation techniques (and associated training exercises) to help educators encourage inventive creativity in informal learning spaces staffed by facilitators. The toolkit also provides a catalog of verbal and behavioral indicators that signify when a visitor has activated their inventive identities; this will help researchers and evaluators measure the efficacy of exhibitions, learning labs, and other informal learning environments that strive to foster these kinds of identity shifts. Finally, the toolkit provides a template for designing public programs and community events around inventiveness in sports. We have shared the Inventive Identity Toolkit with the informal science learning (ISL) community at informalscience.org.more » « less
-
Makerspaces, workspaces where families can explore materials and tools collaboratively, can provide an opportunity for creative expression and early engineering learning in community spaces. The present study examined a cardboard-focused museum makerspace that included an assembly-style activity. Assembly-style making uses instructions to support makers. Such activities have been critiqued as limiting creativity and engineering thinking. However, makers who are less comfortable in makerspaces may benefit from assembly-style activities helping to scaffold their entry into the space. We explored these criticisms and potential benefits of assembly-style making through developing case studies of video data taken by families in a makerspace. Visitors made creative and personally meaningful creations when engaged in assembly style making. Moreover, assembly-style making mediated a family less comfortable with making to get started in the space alongside ample evidence of families following engineering design processes. Contrary to popular belief, assembly-style making offers an important support to novice makers, without eliminating creativity and engineering design processes, and should be considered in the mix of activities available in makerspaces to support makers of all levels of comfort in making.more » « less
An official website of the United States government

