Anne Kahr-Højland
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Project specification

By Anne Kahr-Højland, DREAM (University of Southern Denmark) & Experimentarium, june 2006

Email: akh@dream.dk

Supervisor: Prof. Kirsten Drotner, University of Southern Denmark, co-supervisor: Carsten Jessen, Danish University of Education

 

Designing and implementing a mobile-facilitated interactive narrative in a semi-formal learning setting.

A study of young people’s experiences and reflections in a scientific context.

In Denmark, a reform of the upper secondary high school in 2005 has been contributing factor in an increased focus on educational methods and alternative learning resources. Simultaneously the necessity of an exhaustive educational action within the scientific field has been stressed by a dramatic diminishing custom as regards scientific educations.

Concurrent with the efforts with in the Danish Upper Secondary High Schools one finds an increasing interest for the educational potential existing outside the formal school setting, e.g. in museums and science centres. Those more in-formal - subsequently named semi-formal – learning settings represent an emerging field, until this point only sporadically investigated.

Through design, use and evaluation of a mobile phone facilitated learning resource at the science centre Experimentarium this project contributes to the emerging field of research within learning in semi-formal learning settings.

The learning resource which may be characterised as a virtual add-on to the Experimentarium by way of an interactive narrative has the provisional title The Personal Exhibition.

 

Purpose and research questions

The project has as its main purpose to investigate, demonstrate and evaluate learning processes taking place in semi-formal learning settings aiming at an outlining of how these learning processes may be converted to scientific literacy. In this connection I seek to answer the question of how to design and use an interactive narrative in a semi-formal learning setting with the aim of urging young people’s scientific interest and activate their scientific literacy.

To satisfy this requirement the project seeks to describe the context-based ‘decision makings’ brought into play by The Personal Exhibition at the Experimentarium. This will be used as a foundation for a development of a theory concerning this sparsely described learning context. Finally I will formulate some general piece of advice and guidelines for the development and use of learning resources within museums and other kinds of semi-formal learning settings.

 

Theory

The project combines a both user oriented and media technology oriented approach to learning resources in semi-formal learning settings. The theoretical background, constituting the foundational basis of first iteration of The Personal Exhibition, thus positions itself within the cross field of the theoretical traditions media literacy, information literacy and science literacy (Buckingham 2003; Marshall, Scheppler et al. 2003).

 

A new learning resource, a new field of research

The development of The Personal Exhibition represents a new type of learning resource which is being developed in a relatively unexplored learning environment. The exhibition combines genre characteristics from computer games and role play with museum learning in what I call augmented reality with an educational aim. The use of the mobile phone as a tool for learning in this virtual extension of Experimentarium is an attempt of minimising the distance between the user and the information provided: thus, the visitors’ familiarity with the mobile is utilized by using it as a transparent medium (Ihde 1990), just as the mobile’s ability of controlling and organizing the sequence of the interactive narrative is utilized (Norman 1989; Dourish 2001).

This use of mobile phones in museums and learning contexts is new. In, among others, England, the US and Australia the use of PDA’s in exhibitions and as a tool for learning is being explored these years (Millar and Osborne 1999; Bolter and MacIntyre 2005; Klopfer and Squire 2005; West 2005). I am not aware of any research result concerning the mobile phone as a technical platform for learning in museums. Thus, due to the combined focus on young, media (mobile phones) and informal learning processes maintained in this project, the  project represents a new field of research, empirically drawing on two different research fields each characterised by being relatively new, namely, research in game based learning (Gee 2003; Salen and Zimmerman 2003; Magnussen and Jessen 2006) and museum learning (Adams, Falk et al. 2003){Anderson, 2003 #252.

By means of this project I seek to develop a theory which describes this special kind of augmented reality with an educational aim as a learning resource being peculiar in the duality which – according to Carey – is characterizing all media. This means that the learning resource is being described and analysed both as a technological artefact and as a meaning-making medium {Carey, 1989 #285}.

 

Learning Theory

The theoretical development will find its basis in the discussion of theories concerning learning in different contexts – among others, ‘traditional’ museum learning (Hein 1995; Hooper-Greenhill 1999; Griffith 2003), learning in informal contexts (Ansbacher 2002; Anderson, Lucas et al. 2003), play and learning (Csikszentmihalyi 1997) including a discussion of the concept of interactivity (Jensen 1998; Ryan 2001; Valeur 2004) and game based learning (Egenfeldt-Nielsen and Smith 2004; Henriksen 2005).

The design process will consider partly the cognitive aspects of the learning process – among others through the use of the narrative as a structure (Mandler 1984) – partly socio cultural learning processes, among others by structuring the sequence in a way that makes the visitors meet each other during the exhibition. This will make the establishment of learning communities – both between two users and user and exhibit – possible (Jessen 1998; Säljö 2003; Wenger 2004). Thus, the exhibition is designed on the basis of a learning approach which lies in continuation of Jerome Bruner’s integration of the cognitive and the social/cultural aspects of the human process of learning (Bruner 1986; Bruner 1990; Bruner 1996). This approach to learning is integrated with the learning situation maintained at the Experimentarium – a learning situation having interactivity at the core.

The project thus gathers the three aspects: interactivity, cognition and socio cultural learning theory in one learning perspective supported by the philosophical and educational work of John Dewey suggesting that thinking is a product of both cognitive processes and physical actions /experiments (Dewey 1933; Dewey 1938). Dewey – similar to Bruner - at the same time underlines the significance of reflection with reference to learning (Bruner 1996).

In this project I will use Dewey’s phases of reflection as launch pad; partly by integrating  hypothesis production – designated by Dewey as an important step in human thinking – in the exhibition, partly by looking at actions and speech as an expression of human reflection (Dewey 1933; Wahlgren, Høyrup et al. 2002). Similarly, I will investigate how the mobile as a medium (Carey 1989) affects the production of hypothesises carried out by the young visitors in relation to their interactions with the exhibition.

The approach to learning held in this project has as its starting point the presumption that the act of playing is conducive for learning – if the act of playing is followed up by reflective processes. Motivation, playing and engagement are all necessary factors for the process of learning (Csikszentmihalyi 1997; Jones 1998) but if enduring learning is the objective, a level of reflection, offering each individual the possibility of negotiating new knowledge, will be required (Karnezis 1987; Bruner 1990; Wahlgren, Høyrup et al. 2002; Martin and Toon 2005).

The project also has as a significant working hypothesis that the narrative will function as an advantageous means of presentation in the non-structured exhibition concept maintained at the Experimentarium. Narratives are easy to decode (Turner 1996), they create a meaningful structure and establish a framework of interpretation which is conducive for reflection (Labov and Waletsky 1967 (1997)) (Roberts 1993; Turner 1996; Bruner 2004) (Martin and Toon 2005).

 

Scientific literacy

The Personal Exhibition represents a new learning resource in a new field of research. The educational aim does not consist in training certain skills of the user, rather, the intention is to examine how the narrative, interactivity and new media (‘digital experience’ cf. (Booth and Flanagan 2005)) may bring certain scientific competences into play within young people.

The definition of scientific competence is intensively discussed these years (Marshall, Scheppler et al. 2003; Trefil 2003; Dolin 2006). The project seeks to define scientific literacy as an extended concept of competences integrating communicative aspects as elements from the theoretical traditions information literacy and media literacy will be seen as integrational parts of science literacy. In this connection I will introduce the concept of digital experience which seeks to integrate interactivity, new media and narrative. I bring this concept into play as a tool for investigating the kind of learning that is required in an updated concept of science literacy.

The definition of scientific competences stated by the Danish Ministry of Education will be used as a starting point for the development of the Personal Exhibition. This definition, which values the importance to the scientific method highly, is founding the basis of the development of the basic training course in science, a newly introduced subject in Danish Upper Secondary High Schools.   

The Danish Ministry of Education defines scientific competence as:

“Knowing, understanding, practising and being able to take a critical view of nature, scientific professional standards, science and technology in a variety of relations in which these may enter into” (The Danish Ministry of Education 2004 (my translation)).

Besides, the Ministry of Education distinguishes between four scientific sub-competences namely empiric, representation, modelling and ‘putting into perspective’ competences.

In the process of designing The Personal Exhibition as a learning resource I primarily focus on the ability of the exhibition to put the sub-competences 2, 3 and 4 into play (representation, modelling and ‘putting into perspective’), in this relation my focus will be on how the exhibition through different interactive representations urges the students to set up and verify hypothesises also their ability to reflect critically upon the scientific information provided (Jewitt, Kress et al. 2001; Dolin 2006).

 

Empirical research

The empirical part of this project encompasses conceptual development and design of The Personal Exhibition also the following implementation and evaluation of the exhibition.

Conceptual development and design

The conceptual development has as its starting point a critical approach to the present learning situation, regarding learning and playing as sizes of equivalence, held at the Experimentarium.

In The Personal Exhibition a semi-firm structure is added to the exhibition at the Experimentarium, as the audience will be guided through the exhibition by means of speak in their private mobile phones.

The exhibition consists in three progressive levels. At the first level the visitor’s own characteristics and abilities are tested by which a profile of the visitor is generated; at the second level the visitor is urged to cooperate with another visitor in the exhibition. Finally, at the third level the visitor is confronted with who is really behind the voice providing all of the information in The Personal Exhibition.

The interactive narrative, which together with the mobile phones constitute an augmented reality at the Experimentarium is being developed in a way that it:

-          provides for both boys and girls

-          appeals –  both thematically and as regards the style – to first graders students from Upper Secondary High School

-          links up – both thematically and as regards the style – with the scientific, explorative setting maintained at The Experimentarium

-          encourages to put up and testify hypothesis

-          urges meetings between the visitors

-          stimulates critical reflection

 

The empirical part involves reflections concerning the concrete choices conducted within the design process. This is done in order to compare the motives behind the design with my later evaluations and the following re-designs. In support of the analyses I involve summaries of design-group meetings and a homepage (www.experimentarium.dk/personlig_udstilling) established in relation to the developmental process and confined the communication between all participants in the design-process – e.g. the Experimentarium, Michael Valeur, UnWire and my self (cj. below).

 

Implementation and evaluation of the exhibition

As soon as the first iteration of the exhibition is ready I will use three 1.grade classes in the subject “Scientific basic training course” to test it. The students will not be introduced to the content of the exhibition on beforehand, but I will observe the students in class just before the visit at the Experimentarium. This will be done with reference to choose students for video-recordings. While the students walk through the exhibition (duration approx. one hour) I will observe the students’ interactions with the exhibits and with other students, I will record their conversations and also record chosen students on video-tape. In order to triangulate my data I will make an interview with the students who have been video-recorded just after their visit in the exhibition. The aim is to get data about the students’ experiences and reflective processes in the exhibition.

The visit in the exhibition will be followed up by visit at school where I, firstly, will make focus group interviews with the whole of the class. Secondly, I will observe the teaching in science with the aim of analysing the general discourse of the class room and relate it to my data form The Personal Exhibition.

The project has an explorative approach at the core; I involve observation, semi-structured single-interviews and focus group interviews, as these techniques each may draw attention to different kinds of context-based processes of meaning-making happening in the exhibition.

After this I analyze my data with the aim of identifying the scientific competences of the students, such as their reflective processes, their ability of ‘putting into perspective’ and representation competences and their interest in science as it is expressed through their speech and actions.

 

Cooperating partners

The participants in the project counts – besides the Experimentarium and me – Michael Valeur (creative consultant and scriptwriter) and UnWire (technical consultant).

The Experimentarium is responsible for the development of The Personal Exhibition on the basis of my theoretical specifications. The completed exhibition will be part of the permanent exhibition at the Experimentarium. Michael Valeur is the script writer, hired to write the narrative. The script is worked out in close co-operation with the Experimentarium and me. UnWire delivers the technical solutions by way of mobile stands for the establishment of a mobile internet and Bluetooth also the server that controls the whole of the exhibition at the Experimentarium

 

Methods

In this project I use qualitative research methods in order to investigate the users’ learning processes seen from a constructivistic perspective. The project is based on a systematically investigation of my design and the visitors’ use of an interactive representational form in a semi-formal learning setting.

Methodologically the project combines a design-perspective with a user-oriented analysis perspective. In the design phase I will draw on Design-Based Research (Baumgartner 2003), where-as the analysis will find its basis in Mediated Discourse Analysis (Norris 2004; Scollon 2004). My planning of analysing both users and media I draw on a heuristic model for planning media ethnographic research suggested by (Drotner 2003)

 

Design-Based Research

Design-Based Research (DBR) is a relatively new method of research developed by and for researchers in learning (Baumgartner 2003). The method is being peculiar in that it assigns importance to the three elements intervention, participation and theory: intervention consists in making focused changes in an already existing learning setting, participation lies in the fact that the researcher co-operates with practicians, and, finally, the method is theoretical due to a theory-driven design and intervention process. Besides the method is generating theory based on the studies of the learning setting in which the innovation is carried out.

Thus, the active participation of the researcher in the developmental processes is an important aspect of DBR.

 

User orientated analysis – MDA

In the analysis of my empiric generated data I will focus partly on the user’s interest in science, partly on the competences that are brought into play in the exhibition. Through an explorative process I will seek to find patterns in my data which will be used as a basis for outlining analytical chategories. This will be done on the basis of discourse analysis and Mediated Discourse Analysis (MDA) (Scollon 2001; Norris, Guilbert et al. 2004; Scollon 2004) as I regard the actions of the visitors as a reflection of their reflective processes.

I am triangulating my theoretical considerations and working hypothesises in relation to the data collected, thus, on this basis I seek to motivate adjustments in terms of design and education. The aim is to generalise my qualitative data in a way that I can compare the results form my investigations with theories of museum learning, game based learning etc.

 

 

 

 

 

 

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Publiceret: 09-10-2006
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