Abstract
The purpose of this study is to find the characteristics of Interactive Digital Exhibits (IDEs) and analyze the effects of these characteristics on children’s experience in science museums. IDEs enable children not only to know science knowledge, but also to interact and operate, even to play, which can induce children to explore. 60 IDEs and more than 600 children from 6–11 years old were observed in two science museums. Through the analysis of the relationship between the types of IDEs and children’s average holding time, games related IDEs were found to have the longest average holding time. And the IDEs with new technologies were found having a relatively long holding time. It indicates that games related IDEs are most attractive for children. And technological novelty is also important to hold children’s attention or improve children’s experiences. New HCI technologies used in IDEs are more attractive and can promote children’s experience and holding time. The analysis also shows that the display screen plays an important role in children’s understanding and attention.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Melton, A.W.: Visitor behavior in museums: some early research in environmental design. Hum. Factors 14(5), 393–403 (1972)
Koran Jr, J.J., Koran, M.L., Longino, S.J.: The relationship of age, sex, attention, and holding power with two types of science exhibits. Curator Mus. J. 29(3), 227–235 (1986)
Leister, W., et al.: Towards assessing visitor engagement in science centers and museums. In: Proceedings of PESARO, pp. 21–27 (2015)
Sandifer, C.: Technological novelty and open-endedness: two characteristics of interactive exhibits that contribute to the holding of visitor attention in a science museum. J. Res. Sci Teach. 40(2), 121–137 (2003)
Studart, D.C:. The perceptions and behaviour of children and their families in child-orientated museum exhibitions. Dissertation, University of London (2000)
Stocklmayer, S., Gilbert, J.K.: New experiences and old knowledge: towards a model for the personal awareness of science and technology. Int. J. Sci. Educ. 24(8), 835–858 (2002)
Csikszentmihalyi, M., Robinson, R.E.: The Art of Seeing: An interpretation of the Aesthetic Encounter. Getty Publications, Malibu (1990)
Falk, J.H., Dierking, L.D.: The Museum Experience. Howells House, Washington, DC (1992)
Doering, Z.D.: Strangers, guests, or clients? Visitor experiences in museums. Curator Mus. J. 42(2), 74–87 (1999)
De Rojas, M.D.C., del Carmen Camarero, M.: Experience and satisfaction of visitors to museums and cultural exhibitions. Int. Rev. Public Non Profit Mark. 3(1), 49 (2006). https://doi.org/10.1007/BF02893284
Packer, J., Bond, N.: Museums as restorative environments. Curator J. Mus. 53(4), 421–436 (2010)
Darling-Hammond, L.: Developing professional development schools: early lessons, challenge, and promise. Prof. Dev. Sch. Sch. Developing Prof., 1–27 (1994)
Hodgkin, R.A.: Born Curious: New Perspectives in Educational Theory. Wiley, London (1976)
Hawkey, R.: Learning with digital technologies in museums, science centres and galleries (2004)
Pine, B.J., Glimore, J.H.: Welcome to the experience economy. Harv. Bus. Rev. 76, 97–105 (1998)
Jung, T.H., tom Dieck, M.C.: Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places. J. Place Manage. Dev. 10(2), 140–151 (2017)
McCarthy, J., et al.: The experience of enchantment in human–computer interaction. Pers. Ubiquit. Comput. 10(6), 369–378 (2006). https://doi.org/10.1007/s00779-005-0055-2
Gagnebien, A., et al.: Analyse des usages de l’iPad et de la Muséotouch. LabSic, Rapport d’étude pour le musée des Confluences, service développement et stratégie, Nathalie Candito [en ligne] (2011). http://reseau.erasm.org/Evaluation-Ipad-au-museeet
Vom Lehn, D., Health, C.: Accounting for new technology in museum exhibitions. Int. J. Arts Manage. 7(3), 11–21 (2005)
Szymanski, M.H., et al.: Sotto voce: facilitating social learning in a historic house. Comput. Support. Coop. Work (CSCW) 17(1), 5–34 (2008). https://doi.org/10.1007/s10606-007-9067-y
Hughes, C.E., et al.: Augmenting museum experiences with mixed reality. In: Proceedings of KSCE 2004, pp. 22—24 (2004)
Afonso, A.S., Gilbert, J.K.: Educational value of different types of exhibits in an interactive science and technology center. Sci. Educ. 91(6), 967–987 (2007)
Packer, J.: Learning for fun: the unique contribution of educational leisure experiences. Curator Mus. J. 49(3), 329–344 (2006)
Ghose, S.: From hands-on to mind-on: creativity in science museums. In: Lindqvist, S. (ed.) Museums of Modern Science–Nobel Symposium, pp. 117—127. Science History Publications, Canton (2000)
Borun, M., Dritsas, J.: Developing family-friendly exhibits. Curator Mus. J. 40(3), 178–196 (1997)
Boisvert, D.L., Slez, B.J.: The relationship between exhibit characteristics and learning-associated behaviors in a science museum discovery space. Sci. Educ. 79(5), 503–518 (1995)
Russell, I.: Visiting a science center: what’s on offer? Phys. Educ. 25(5), 258 (1990)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Li, Q., Yoo, B., Ding, Y. (2020). The Effects of Interactive Digital Exhibits (IDEs) on Children’s Experience in Science Museums. In: Rauterberg, M. (eds) Culture and Computing. HCII 2020. Lecture Notes in Computer Science(), vol 12215. Springer, Cham. https://doi.org/10.1007/978-3-030-50267-6_17
Download citation
DOI: https://doi.org/10.1007/978-3-030-50267-6_17
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-50266-9
Online ISBN: 978-3-030-50267-6
eBook Packages: Computer ScienceComputer Science (R0)