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"Museum education"
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The objects of experience : transforming visitor-object encounters in museums
\"What if museums could harness the emotional and intellectual connections people have to personal and everyday objects to create richer visitor experiences? In this book, Elizabeth Wood and Kiersten Latham present the Object Knowledge Framework, a tool for using objects to connect museum visitors to themselves, to others, and to their world. They discuss the key concepts underpinning our lived experience of objects and how museums can learn from them. Then they walk readers through concrete methods for transforming visitor-object experiences, including exercises and strategies for teams developing exhibit themes, messages, and content, and participatory experiences\"-- Provided by publisher.
Creativity in museum practice
\"With this book museum professionals can learn how to unleash creative potential throughout their institution. Drawing from a wide range of research on creativity as well as insights from today's most creative museum leaders, the authors present at a set of practical principles about how museum workers at any level--not just those in \"creative positions\"--can make a place for creativity in their daily practice. Replete with creativity exercises and stories from the field, they guide readers in developing an internal culture of creative learning, as well as delivering increased value to museum audiences\"-- Provided by publisher.
Thinking about How We Think: Promoting Museum Literacy Skills with Metacognition
Like many museums, the Missouri Historical Society wants to empower students to engage with history on their own terms. In our quest to create museum literate learners and push the student-centered field trip model to its maximum, we've internalized the crucial role of metacognition, or how we facilitate opportunities for students to think about their own thinking. With so many artifacts to encounter and stories to engage with, taking time for kids to reflect on what they are doing and how they are doing it seems like it should be a low priority. But we've found that metacognition is the most important part of our tours. This article will briefly outline the basics of metacognition; describe why and how metacognitive practices are woven into school programs at the Missouri Historical Society; and finally, it will take a look at the impact metacognition has on students participating in our programs.
Journal Article
Dinosaurs and dioramas : creating natural history exhibitions
\"Two experienced exhibit designers lead you through the complex process of design and installation of natural history exhibitions. The authors introduce the history and function of natural history museums and their importance in teaching visitors the basic principles of science. The book then offers you practical tricks and tips of the trade, to allow museums, aquaria, and zoos--large or small--to tell the story of nature and science. From overall concept to design, construction, and evaluation, the book carries you through the process step-by-step, with emphasis on the importance of collaboration and teamwork for a successful installation. A crucial addition to the bookshelf of anyone involved in exhibit design or natural history museums\"-- Provided by publisher.
Museums as avenues of learning for children : a decade of research
by
Lucija Andre
,
Tracy Durksen
,
Monique L. Volman
in
Child Development
,
Children & youth
,
Education
2017
In this review, we focus on the museum activities and strategies that encourage and support children's learning. In order to provide insight into what is known about children's learning in museums, we examined study content, methodology and the resultant knowledge from the last decade of research. Because interactivity is increasingly seen as essential in children's learning experiences in a museum context, we developed a framework that distinguishes between three main interactivity types for facilitating strategies and activities in children's learning: child-adults/peers; child-technology and child-environment. We identify the most promising strategies and activities for boosting children's learning as situated in overlapping areas of these interactivity types. Specifically, we identify scaffolding as a key to enhanced museum learning. Our review concludes by highlighting research challenges from the last decade and recommendations for practice and future research on how to design, evaluate and guide theoretically-grounded educational programs for children in museums. [Author abstract]
Journal Article
Learning from museums
\"In the second edition of their 2000 book, John H. Falk and Lynn D. Dierking offer an updated version of the Contextual Model of Learning, as well as present the latest advances in museum research, theory, and practice in order to provide readers an inside view of how and why people learn from their museum experiences\"-- Provided by publisher.
Wayfinding for Novice Art Museum Educators: A Post-Intentional Phenomenological Exploration
2020
Over the last four decades, museum education in the United States has developed into a legitimate and respected profession. However, for those who want to become art museum educators, the path is neither clear nor smooth. Those in the profession often face low pay, limited career growth opportunities, and a lack of job security. Despite these realities, the museum education field continues to attract people. Yet, there is scant literature about novice art museum educators, specifically about how they find their way as they enter the profession. Utilizing a post-intentional phenomenological methodology, this qualitative study explores the phenomenon of wayfinding, defined as how someone orients themselves to the museum education profession and the ways they navigate the opportunities and challenges they encounter. The research questions guiding this study include how wayfinding took shape for five art museum educators with less than two years of work experience, what they went through upon entering the profession, and what helped them navigate their way. Phenomenological research methods, including three one-on-one interviews with each participant over six months and a focus group with all of the study participants, were employed to gather rich descriptions of their lived experiences. The research materials were placed in dialogue with concepts that resonated with wayfinding as described by the study participants, including self-identity, agency, and relational autonomy. Findings illuminate how (un)welcoming these novice art museum educators found museum spaces, how their sense of self intersected with their wayfinding, how they enacted agency, and how they drew upon relationships with other people. Insights into the unique experiences of novice museum educators of color, the empowering effects of agency, the varying roles of mentoring and peer support, and the value of pausing to reflect on lived experiences are shared. While the findings are limited to the educators in the study and are not representative of the field at large, this study provokes and produces new ways of understanding wayfinding for novice art museum educators. As the field of museum education continues to evolve, this study offers pertinent insights to university instructors who teach museum education courses, education supervisors in art museums, people who are interested in a museum education career, and art museum educators already working in the field.
Dissertation
Understanding museum visitors’ question-asking through a mobile app
by
Nelson, Brian C
,
Yan, Lin
,
Su, Man
in
Active Learning
,
Educational technology
,
Informal Education
2023
Question-asking is essential for reasoning, understanding, and investigating scientific problems within and beyond traditional classrooms. Nevertheless, questions generated in formal and informal learning environments can be infrequent and unsophisticated. This study explores museum visitors’ question-asking quality by considering their interactions with two different modes of a question-asking mobile app (Ask or Game Mode) in two different museum environments (linear non-interactive or non-linear interactive exhibits). Results showed that visitors’ question-asking quality was influenced by app modes and by museum environments. Specifically, we found that visitors’ question-asking quality was significantly higher when using the gamified version of the app (Game Mode) compared to a non-gamified version (Ask Mode) in a linear non-interactive exhibit. Findings also revealed that question-asking performance could be significantly influenced by instrumental factors (such as app performance in answering questions) and socio-contextual factors (such as visitor group inquiry frequency). The study provides fundamental and comprehensive insights for designing active learning environments by considering the influential factors of question-asking.
Journal Article