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Constructing Augmented Space To Highlight The "Story Line" of A Scientific Exhibition
Constructing Augmented Space To Highlight The "Story Line" of A Scientific Exhibition
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CONSTRUCTIVISM
INTERACTIVE MUSEUMS
INQUIRY
Age 5 to 10:
• Ask a question about objects, organisms, and events in the environment.
• Plan and conduct a simple investigation.
• Employ simple equipment and tools to gather data and extend the senses.
• Use data to construct a reasonable explanation.
• Communicate investigations and explanations.
Age 10 to 14:
• Identify questions that can be answered through scientific investigations.
• Design and conduct a scientific investigation.
• Use appropriate tools and techniques to gather, analyse, and interpret data.
• Develop descriptions, explanations, predictions, and models using evidence.
• Think critically and logically to make the relationships between evidence and
explanations.
• Recognize and analyse alternative explanations and predictions.
• Communicate scientific procedures and explanations.
• Use mathematics in all aspects of scientific inquiry.
How can we use the inquiry cycle in museum learning?
What do the different stages of the process look like? (Olson & Loucks-Horsley, 2000, p. 19)
PART1: MUSEUM LEARNING THEORY
APPROPRIATE DIFFICULTY
Figure 1 - Circular diagram Figure 2 - The flow model (Kiili, 2005) Figure 3 - The flow model (Kiili, 2005)
(Zone of proximal development, 2015) (modified from Csikszentmihalyi, 1991). (modified from Csikszentmihalyi, 1991).
PART1: MUSEUM LEARNING THEORY
IMMERSION
CUSTOMIZATION
WEARABLES
MAKER MOVEMENT
Figure: Maker movement is a reaction to the de-valuing of physical exploration and the growing
sense of disconnect with the physical world in modern cities resulting from the growth of
technology.
PART2: MUSEUM TREND ANALYSIS
AUGMENTED WORLD
Figure: ROM's "Ultimate Dinosaurs" app gives a virtual reality view of dinosaurs
in its "
PART3: COMPARABLE MUSEUMS
PART3: COMPARABLE MUSEUMS
Futures Gallery,
THINKTANK, Birmingham
Science Museum
Futures Gallery,
THINKTANK, Birmingham
Science Museum
PART3: COMPARABLE MUSEUMS
• No effective learning:
Not many conversations among their peers or parents arise about the topic of the exhibit but more about how
to behave themselves and who gets to go second.
PART3: COMPARABLE MUSEUMS
• Children are very physical as they will touch, hit, hang and sit on everything.
• Children think backlit posters are screens that can be swiped.
• Parents are making considerable effort to convert the information by the museum to fit their children and
enjoy helping their child. This behaviour seems to occur mostly around young children (age 5-8). Parents are
frequently observed to sit down next to their children and point at things while they explain.
• Children eagerly work together when interacting with an exhibition.
• Children are curious to try anything that affords some physical action. However, if the installation is not
immediately understood they often give up and move on to something else quickly.
PART3: COMPARABLE MUSEUMS
• needed to be constantly guided, encouraged to answer and their efforts need to be positively reinforced.
• had a natural curiosity that guides their action.
• were very willing to try to interact with the exhibits as intended and are generally obedient to their teachers.
• had a tendency to come up with their own games, when they do not understand an exhibit.
• without much discussion engaged in role playing with their peers.
• genuinely enjoyed all physical activity.
PART4:DESIGN + IDEATION
PART4:DESIGN + IDEATION
Figure 1: The location of Hong Kong Space Museum, and the seaside of Tsim Sha Tsui
in Kowloon, HongKong
DESIGN DIRECTION
1. PHYSICAL LEARNING
2. CURIOSITY TO INQUIRY
DESIGN DIRECTION
3. IMMERSE IN NARRATIVE
• Fits appropriately to the previous knowledge of the child and let them remain in a state of
flow.
• Provide a variety of different entry points that permit free choice learners to pick the point
that best meets their personal need at that point in time.
• Layer the complexity of the experience – so visitors can self-select the complexity and depth
of information they need.
PART4:DESIGN + IDEATION
Figure2
Figure1 Figure2 The final digital sketch-up model for the Hall of the Cosmos,
Hong Kong Space Museum.
PART4:DESIGN + IDEATION
Zone 1 - The Solar System Zone Zone 2 - Earth and Moon Area
PART4:DESIGN + IDEATION
TECHNOLOGY-WISE:
- Gravity and Resistance Sensing Mechanism
GPS Satellite
The final design of Gravity and Flow can be described as a state Once engaged in the flow, people
Resistance stands out from other of mind in which people forget are susceptive to learning new
exhibits in the gallery; about time and space in a pleasant subjects. It should be an almost
it attracts visitors to initiate in way. Focusing on this augmented subconscious process, enriching
play, eager to experience the exhibit will increase awareness people when the experience of the
exhibit, making it clear what to do and subjectivity to learning new exhibit is over, leaving them with
from the start to initiate in the subjects. This process should be understanding and insights not
experience. initiated right from the start of the known to them before.
experience, emerging people in
the environment.
PART5:REFLECTION
2. CURIOSITY TO INQUIRY
Interactive Exhibit Design Physical interactivity design
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