Constructivist education theory postulates (Fosnot, 1996; Hein, 1998) that visitors learn actively and create their own meanings as they interact with the world. This raises challenges for visitor studies, since it may be difficult to plan a reasonable evaluation strategy for exhibitions if visitors’ actions and outcomes cannot be determined in advance. Constructivist theory also requires an appropriate evaluation approach (Hein, 1997). This paper illustrates the use of a combination of methodologies that allow visitors’ meanings and activities to emerge as they visit an interactive, non
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TEAM MEMBERS:
Elsa BaileyKerry BronnenkantJudith KelleyGeorge HeinMuseum of Science, Boston
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS:
Eric KlopferJudy PerryKurt SquireMing-Fong JanConstance Steinkuehler