Kids in action : Interface concepts for educational experiences in art museums

  • This projects presents interface concepts for the educational experiences for children in art museums. Due to the aura involving the works of art, the art museums are still resistant to the use of interactives in their environments. Their main objective is to provide a pleasant aesthetic experience and foster observation and enjoyment of the works of art. In this context, technology and design can provide solutions that enhance the educational programs in the art museums and bridge the gaps between the viewer and the works of art, conveying context information and proposing activities for discussion and self-expression. The main foundations of this project come from the analysis of traditional guided visits for children in museums, especially artmuseums. These visits usually are arranged by school groups, but many museums offer guided visits for free visitors with predefined schedule and themes. During the visits, the child is stimulated to observe the works or art in their details and receives also context information from the guide.This projects presents interface concepts for the educational experiences for children in art museums. Due to the aura involving the works of art, the art museums are still resistant to the use of interactives in their environments. Their main objective is to provide a pleasant aesthetic experience and foster observation and enjoyment of the works of art. In this context, technology and design can provide solutions that enhance the educational programs in the art museums and bridge the gaps between the viewer and the works of art, conveying context information and proposing activities for discussion and self-expression. The main foundations of this project come from the analysis of traditional guided visits for children in museums, especially artmuseums. These visits usually are arranged by school groups, but many museums offer guided visits for free visitors with predefined schedule and themes. During the visits, the child is stimulated to observe the works or art in their details and receives also context information from the guide. The children are always encouraged to discuss and express their own opinions about what they see. And finally, at the end of the visit, the guide proposes a creative activity, usually a drawing. Other museums also propose collage or writing. The visits can be resumed in three main actions: seeing, listening and doing, which became the three main pillars for the development of the interface concepts for this project. Furthermore, intense research was made in order to understand children and their behaviour in museums. Theories about education and development of the child were important sources to formulate a constructive pedagogic proposal. Once the richest learning experiences for children happen through their experiences, the solution proposed should consider the active participation of the child during the exhibitions. The solution is presented in the form of two projects for the Chácara, do Céu Museum in Rio de Janeiro, Brazil. The first one is a multimedia guide that presents the Raymundo's Collection in the form of a game. Children are encouraged to accomplish a series of simple tasks related to the works of art and collect information to reach the main goal of the game. The tasks involve quiz games and creative activities, like digital drawing and painting. All the results are sent to the databank and uploaded to the Raymundo's Collection website. The website presents the Raymundo's Collection through interactive storytelling, videos and information about the works of art, as well as simple games and creative activities. The results are also uploaded to the Gallery, which provides a quick overview of the collections, profile of the visitors and important feedback information for the future development of the museum's educational program. A simulation of the project was tested with children and received a positive feedback. Though the concepts presented in this thesis still were not tested in the real museum's environment, they can be enrich the aesthetic experiences in art The solution can thus be considered a good alternative to enhance educational program in art museums.zeige mehrzeige weniger

Volltext Dateien herunterladen

Metadaten exportieren

Weitere Dienste

Teilen auf Twitter Suche bei Google Scholar
Metadaten
Verfasserangaben:Jane Pitrowsky
URN:urn:nbn:de:kobv:525-opus-870
Dokumentart:Masterarbeit
Sprache:Englisch
Datum der Veröffentlichung (online):30.04.2009
Jahr der Erstveröffentlichung:2008
Veröffentlichende Institution:Fachhochschule Potsdam
Titel verleihende Institution:Fachhochschule Potsdam
Datum der Freischaltung:30.04.2009
Freies Schlagwort / Tag:MA Design
GND-Schlagwort:Benutzerfreundlich; Benutzerführung; Computerunterstütztes Lernen; Gestaltung; Kinder; Kognition; Kunst; Multimedia; Museum
Seitenzahl:134
Fachbereiche und Zentrale Einrichtungen:FB4 Design
DDC-Klassifikation:000 Informatik, Informationswissenschaft, allgemeine Werke / 060 Verbände, Organisationen, Museen