Dancu, Gutwill, and Hido describe a process for designing science museum exhibits to create playful learning experiences. They outline five characteristics of play: It is structured by constraints, active without being stressful, focused on process not outcome, self-directed, and imaginative. For each characteristic, they offer an example of iterative design using formative evaluation.
The Australian Museum, Sydney, has been working with students aged 5–18 from a coalition of around 20 schools to gain advice on the development of exhibitions, programs, and the design of learning experiences, particularly regarding the use of digital environment. This paper discusses some of the results of this working relationship.