Designing for Learning
(This chart and text is adapted from my article: "Surviving in a Mass Media World: Children's Museums & Technology" in AYM's newsjournal Hand to Hand, Fall 1997).
These are a few sample questions you can use to shape media to fit exhibit goals in ways that are consistent with current learning theory. Choosing your own approach and developing your own questions is a powerful way of shaping media to fit your needs.

Social Learning Perspective

•Does the program allow specific moments for conversation?
•What invites the user to want to talk about the content?

•Does the housing for the program accommodate at least three users at the same time?
•Does the program offer something for multiple ages and language abilities?
Constructivist Perspective
What, if anything, is the user creating with this program?
Is it immediately clear what the user can create?
Does the program provide clear, simple tools with which to build?
Is there a range of examples to provide inspiration?
Is there an obvious way for more extensive follow-up at home?
Are there opportunities for collaboration and sharing of expertise?
Multiple Intelligence Perspective

Does the program complement the variety of experiences available in the exhibit?
Can the program be shaped to appeal to a form of intelligence underrepresented in the exhibit, such as musical, kinesthetic, or interpersonal?
Is the program accessible to a wide range of people?
Does the program help integrate exhibit experiences by referring to them?


Current Learning Theory Descriptions

These are some of the predominant learning theories currently being applied to exhibit development:

Social Learning Theory. Vygotsky and other theorists have elaborated on the social nature of learning. Learning often occurs in the context of interaction and collaboration with other people, in the presence of a wide range of levels of understanding and interests. Learning happens when different levels of understanding meet and grow in the encounter.

This is, of course, a basis for much of our exhibit work. A media program can also reflect this approach when it is specifically designed to encourage visitors to talk about the topic rather than just click through information about it. (In fact, it is often less expensive to develop this type of program, since it relies on the visitor's own communication, rather than on elaborate and expensive "entertainment" techniques.) For example, a survey program developed for Boston's "Teen Tokyo" exhibit asks visitors to compare their answers to questions such as "What makes kids popular in your school?" with responses from teens in Boston and Tokyo. The focus on simple, engaging questions provides a space for many conversations between parent and child. Role-play situations may also be facilitated by media; a chromakey studio in the "TV and Me" exhibit in Boston allows the child to play weather forecaster as the parent or another sibling operates the video camera.

Constructivist Learning Theory. Constructivist approaches to learning focus on ways visitors can develop their knowledge by giving them tools to "construct" their own objects or ideas. Children's museums have traditionally excelled in this area, with opportunities to build things incorporated as part of many exhibits.

Media programs, too, can take a constructivist approach to learning, though in museums they need to contend with the short amount of time most users spend in an exhibit. By focusing on simple forms of user constructions with "prebuilt" support structures, the user can supply key elements, such as quick drawings incorporated into an animation or short recorded statements that become part of the program. Visitors can also begin projects in the museum which can continue at home (an ideal use of a museum Web site which in turn allows the user to later share with the museum what he or she creates at home).

Multiple Intelligences Theory. Howard Gardner's theories which identify several types of "intelligences" (including language, logical/mathematical, spatial, musical, body/kinesthetic, interpersonal, and intrapersonal) have been popular in children's museums, where exhibits tend to focus on a wide range of sensory, "whole" experiences.

It is not a great revelation that technologies can be designed to fit any particular intelligence type, especially with the use of novel interfaces. But the more important point is that technologies should be developed in the context of the larger exhibit, so that the exhibit as a whole appeals to the broad range of intelligences. It can be helpful to look at the total exhibit to see if one approach is overused or underserved, and to be sure the media program doesn't simply fall into line, going over the same territory covered by other exhibit components. In practice, there should be a close line of communication between the media developer and the exhibit developer (if they are not the same person), and there should be a direct conversation about the different ways in which people learn and how the exhibit can be designed to appeal to the greatest possible number of visitors.

© 2007 Brad Larson Media, Inc.
(781) 784-1602 • info@larsmedia.com