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Inspiring Wildlife Conservation Behaviors through Innovations in Zoo Exhibit Design 通过创新动物园展览设计激发野生动物保护行为
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-10-22 DOI: 10.1080/10645578.2020.1824881
A. Kelly, Jeffrey C. Skibins
Abstract Recently, some zoos have begun utilizing technology to improve interpretation outcomes. Using the I-Change model, this study evaluated the efficacy of the interactive TigerTrek Exhibit (Taronga Zoo) in influencing visitors’ tiger conservation attitudes and behaviors. The I-Change model is a holistic framework for evaluating behavior change. Pre-visit (n = 514), post-visit (n = 609), six-week post (n = 106), and six-month post (n = 24) survey data were collected from visitors. Results indicated an increase in concern that all palm oil is grown unsustainably, which was counter to interpretive messaging. After six-weeks and six-months post-visit, 29% of respondents purchased a product because it contained certified sustainable palm oil. However, 50% of six-week respondents had actively avoided buying a product because it contained any palm oil. By understanding visitors’ perceptions of messaging and the types of behaviors they are willing to engage in, zoos can more effectively achieve their conservation goals.
摘要最近,一些动物园已经开始利用技术来改善解释结果。使用I-Change模型,本研究评估了互动式TigerTrek展览(塔龙加动物园)对游客老虎保护态度和行为的影响。I-Change模型是一个评估行为变化的整体框架。就诊前(n = 514),访视后(n = 609),6周后(n = 106)和六个月后(n = 24)调查数据是从访问者那里收集的。结果表明,人们越来越担心所有棕榈油的生长都是不可持续的,这与解释性信息背道而驰。访问六周零六个月后,29%的受访者购买了一种产品,因为它含有经过认证的可持续棕榈油。然而,在六周的受访者中,50%的人主动避免购买产品,因为其中含有任何棕榈油。通过了解游客对信息的感知以及他们愿意参与的行为类型,动物园可以更有效地实现其保护目标。
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引用次数: 6
Shaping Learning for Young Audiences: A Comparative Case Study of Children’s Texts from Two Parisian Museums 为年轻观众塑造学习——两座巴黎博物馆儿童文本的比较个案研究
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-07-02 DOI: 10.1080/10645578.2020.1819744
Caroline Lipovsky
Abstract With numerous museums currently targeting children and families, museum texts aimed at a young public are becoming increasingly frequent. There is little literature however concerning the ways in which those texts strive to shape children’s experience and understanding. Using children’s texts collected from two French museums, Paris’s Musée d’Orsay and Musée en Herbe, and drawing on Systemic Functional Linguistics theory, this study first seeks to explore the linguistic features of children’s texts. Using Legitimation Code Theory, the study also highlights and contrasts the ways in which the two museums’ practices and beliefs concerning their roles as learning institutions influence the texts they produce, in terms of both learning potential and interaction with their young audience.
摘要随着许多博物馆目前以儿童和家庭为目标,针对年轻公众的博物馆文本越来越频繁。然而,很少有文献涉及这些文本努力塑造儿童体验和理解的方式。本研究以法国奥赛博物馆和赫贝博物馆收藏的儿童文本为研究对象,运用系统功能语言学理论,探讨儿童文本的语言特征。该研究还利用合法化密码理论,从学习潜力和与年轻观众的互动两个方面,强调并对比了这两家博物馆关于其作为学习机构的角色的实践和信念对其制作的文本的影响。
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引用次数: 1
Reasoning about Objects in a Natural History Museum: The Effect of Complexity of Questions on Object Labels 自然历史博物馆中物体的推理:问题复杂性对物体标签的影响
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-07-02 DOI: 10.1080/10645578.2020.1781485
A. Land-Zandstra, K. Hoefakker, W. Damsma
Abstract In natural history museums, a large part of the educational mission is to facilitate family learning with and about objects. Questions on object labels can play a role in this learning process. In the current study, we investigated the effect that different types of questions on object labels can have on the reasoning conversations among family members. We audio-recorded family conversations at an exhibit that included a fossilized dinosaur egg and a text label containing a question. Sixty-six families participated in three conditions differing in the level of complexity of the question on the label. We found that a question of moderate complexity facilitated the longest conversations, with the largest number of complex inferences, compared to the simpler and the more complex question. When reasoning, families most often used evidence from prior knowledge and other parts of the exhibition, but did not often relate to personal experiences. During the longer and more complex conversations, parents took up a larger role in the conversation, facilitating their family’s reasoning process. We suggest that open-ended, moderately complex questions on labels can facilitate family reasoning conversations. Providing enough context within the surrounding exhibits and connecting to prior knowledge may help the reasoning process.
在自然历史博物馆中,教育任务的很大一部分是促进家庭学习和了解文物。关于对象标签的问题可以在这个学习过程中发挥作用。在本研究中,我们探讨了不同类型的对象标签问题对家庭成员间推理对话的影响。我们在一个展览上录下了家庭对话的音频,其中包括一个恐龙蛋化石和一个包含问题的文本标签。66个家庭参与了标签上问题复杂程度不同的三种情况。我们发现,与更简单和更复杂的问题相比,中等复杂程度的问题促进了最长的对话,并产生了最多的复杂推理。在推理时,家庭通常使用来自先前知识和展览其他部分的证据,但通常与个人经历无关。在更长的、更复杂的对话中,父母在对话中扮演了更大的角色,促进了家庭的推理过程。我们建议标签上的开放式,中等复杂的问题可以促进家庭推理对话。在周围的展品中提供足够的背景,并与先前的知识联系起来,可能有助于推理过程。
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引用次数: 6
Looking Back to Think Ahead: Reflections on Science Festival Evaluation and Research 回顾与前瞻:科学节评估与研究的思考
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-07-02 DOI: 10.1080/10645578.2020.1773709
K. Peterman, Monae Verbeke, K. Nielsen
Abstract This methodological review considers science festival evaluation and research studies that have been published in the peer-reviewed literature since 2011, when modern-day science festivals were defined formally. Since that time, the number of science festivals around the world has increased dramatically. The methods and results used to study science festivals are summarized in order to reflect on existing work within this growing sector. The existing literature base is then positioned in relation to recent recommendations for visitor studies research on informal science learning overall, to provide suggestions for expanding current practices to include new methods that have the potential to support continued learning and fill key gaps in the literature.
本文的方法综述考虑了自2011年现代科学节正式定义以来在同行评议文献中发表的科学节评价和研究。从那时起,世界各地的科学节数量急剧增加。总结了用于研究科学节的方法和结果,以反映这个不断增长的部门的现有工作。然后,现有的文献基础与最近关于非正式科学学习的访问研究的建议相关联,为扩展当前的实践提供建议,以包括有可能支持持续学习和填补文献中的关键空白的新方法。
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引用次数: 6
Visit Motivation as Part of Visitors’ Personal Context in a Science Museum 参观动机作为科学博物馆参观者个人环境的一部分
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-07-02 DOI: 10.1080/10645578.2020.1808419
Siëlle Phelan, Inga Specht, D. Lewalter
Abstract Visit motivation is a multidimensional construct that can be viewed as a convergence of various elements of a visitor’s personal context that lead him or her to visit a particular museum on a particular day. We explored associations between six visit motivation categories, four personal characteristics and three visit-related characteristics that have previously been linked to visit motivation and museum learning. Our main aim was to increase our understanding of how visit motivation is embedded in visitors’ wider personal context. Results showed an effect of visit company on two ‘social’ visit motivation categories, and positive correlations between three different visit motivation categories and visitors’ interest in science, their self-efficacy beliefs, their visit frequency and their visit strategy. Our findings help to better understand how visitors’ personal and visit-related characteristics are associated with their motivation to visit a science museum, which can ultimately support museum professionals in providing customized visit experiences.
参观动机是一个多维的结构,可以看作是游客个人背景的各种元素的集合,这些元素导致他或她在特定的一天参观特定的博物馆。我们探索了六种参观动机类别、四种个人特征和三种与参观相关的特征之间的联系,这些特征先前与参观动机和博物馆学习有关。我们的主要目的是增加我们对访问动机如何嵌入到访问者更广泛的个人背景中的理解。结果显示,参访公司对两类“社会性”参访动机均有影响,三种参访动机与参访者的科学兴趣、自我效能感信念、参访频率和参访策略均呈正相关。我们的研究结果有助于更好地理解游客的个人特征和与参观相关的特征如何与他们参观科学博物馆的动机相关联,从而最终支持博物馆专业人员提供定制的参观体验。
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引用次数: 1
Social Meaning Mapping as a Means of Exploring Visitors’ Practices in the Museum 社会意义映射:探索参观者在博物馆中的行为
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-07-02 DOI: 10.1080/10645578.2020.1773708
D. Christidou
Abstract This article introduces Social Meaning Mapping (SMM), a digital qualitative tool embedded in the Visitracker tablet-app. SMM is designed to be used by visitors post-visit to recount their experience in a museum room verbally and visually by marking it on an illustrated floor plan, using several paint tools. The app records their verbal and visual input. This article details the theoretical underpinnings of the tool and exemplifies its use through two out of the nine Social Meaning Maps collected from nine groups (N = 21) visiting a gallery room at the National Museum of Art, Architecture and Design in Oslo, Norway. Each example represents one of the two ways in which visitors used the tool: (a) visitors cocreated their path using one colored line and (b) visitors created two different paths using different colored lines. These two cases showcase how SMM as a tool for conducting visitor studies can complement third person observations through timing and tracking conducted by the researcher with visitors’ self-reflections and thus, capture a more holistic snapshot of the museum experience.
摘要本文介绍了社会意义映射(SMM),这是一种嵌入Visitracker平板应用程序的数字定性工具。SMM旨在供游客在参观后使用,通过使用几种油漆工具在带插图的平面图上标记,以口头和视觉方式讲述他们在博物馆房间的经历。该应用程序记录他们的口头和视觉输入。本文详细介绍了该工具的理论基础,并通过从九组(N = 21)参观挪威奥斯陆国家艺术、建筑和设计博物馆的画廊。每个示例代表访问者使用该工具的两种方式之一:(a)访问者使用一条彩色线共同创建路径,(b)访问者使用不同的彩色线创建两条不同的路径。这两个案例展示了SMM作为一种进行游客研究的工具,如何通过研究人员对游客的自我反思进行计时和跟踪来补充第三人称观察,从而捕捉博物馆体验的更全面的快照。
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引用次数: 1
Supporting Observing-on-the-Move with Proximity-Based Technology: Designing for Children’s Scientific Observations Outdoors 用基于接近的技术支持移动观察:儿童户外科学观察的设计
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-06-25 DOI: 10.1080/10645578.2020.1773720
Susan M. Land, H. Zimmerman, Chris Millet, Gi Woong Choi
Abstract This research employs mobile, proximity-based technologies to create opportunities for children to engage in place-based science learning in an arboretum. We present data from a mobile, iBeacon-enabled learning experience to support wayfinding and observing the biodiversity of tree fruit with 84 youth working in 27 small groups (4th graders on a field trip). Data collected include log files, observational field notes, and learners’ photographic artifacts of children’s scientific observations. Our findings show that (a) learners personalized their own routes to navigate the space, (b) made accurate observations of tree fruit, cones, and seeds, and (c) began to express productive dispositions to support their work as scientific observers. We provide insights into how to support short-term, child-centered mobile computing experiences in outdoor gardens that support observations of natural objects in informal spaces.
本研究采用移动、基于邻近的技术,为儿童在植物园中进行基于地点的科学学习创造机会。我们展示了一个基于ibeacon的移动学习体验的数据,以支持寻路和观察果树的生物多样性,其中84名青少年分成27个小组(四年级学生进行实地考察)。收集的数据包括日志文件、观测现场笔记和学习者对儿童科学观察的摄影制品。我们的研究结果表明(a)学习者个性化了他们自己的路线来导航空间,(b)对树的果实、球果和种子进行了准确的观察,(c)开始表达出富有成效的倾向来支持他们作为科学观察者的工作。我们提供了如何在户外花园中支持以儿童为中心的短期移动计算体验的见解,这些体验支持在非正式空间中观察自然物体。
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引用次数: 3
Grandfathers at Melbourne Museum: Shining a Spotlight on Overlooked Museum Visitors 墨尔本博物馆的祖父们:让俯瞰的博物馆游客眼前一亮
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-06-25 DOI: 10.1080/10645578.2020.1772616
A. Herron, Andrew Jamieson
Abstract This article discusses a visitor research project conducted at Melbourne Museum in 2017. The aim of the study was to gain a better understanding of the perceptions and experiences of older museum visitors. The project research design entailed collection and interpretation of data from 39 semi-structured interviews and a short survey of 103 older visitors aged 60 years and over. A significant finding was the theme of museums as places of intergenerational experiences: visits with grandchildren were a major factor in older people coming to the museum. Of particular note were the qualitative interviews with 19 older male visitors. In the context of concerns about older men’s health and risk of social isolation following retirement, interpretation of the project data suggests that museums can play a valuable role in catering to this specific cohort which is often overlooked in programing. Museums provide a space for such visitors to have a purposeful and respected elder role as grandfathers where they can bond and enjoy relationships with their grandchildren as teachers, guides, and fellow learners. Recommendations focus on object-centered learning as a programing approach to create more memorable and meaningful experiences for grandfathers and grandchildren visiting museums together.
摘要本文讨论了2017年墨尔本博物馆进行的一项游客研究项目。这项研究的目的是更好地了解年长博物馆游客的看法和经历。项目研究设计包括收集和解释39次半结构化访谈的数据,以及对103名60岁的老年访客进行的简短调查 多年来。一个重要的发现是博物馆作为代际体验场所的主题:带孙子孙女参观是老年人来博物馆的一个主要因素。特别值得注意的是对19名年长男性来访者的定性访谈。在对老年男性健康和退休后社会孤立风险的担忧背景下,对项目数据的解释表明,博物馆可以在迎合这一在规划中经常被忽视的特定群体方面发挥宝贵作用。博物馆为这些游客提供了一个空间,让他们作为祖父扮演一个有目的、受人尊敬的长辈角色,在那里他们可以作为老师、导游和同学与孙子孙女建立联系并享受关系。建议将以对象为中心的学习作为一种编程方法,为爷爷奶奶和孙子孙女一起参观博物馆创造更难忘、更有意义的体验。
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引用次数: 5
Designing 3-D Prints for Blind and Partially Sighted Audiences in Museums: Exploring the Needs of Those Living with Sight Loss 为博物馆中的盲人和弱视观众设计3d打印:探索视力丧失者的需求
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-06-25 DOI: 10.1080/10645578.2020.1776562
P. Wilson, Susan Griffiths, Ellissa Williams, M. P. Smith, M. Williams
Abstract Modern museum practice embraces equal access for all, but access for blind and partially-sighted (BPS) audience remains problematic given the ocularcentricity of museums. Many museum professionals and BPS visitors remain frustrated by the degree of accessibility on offer. The use of 3-D printed replicas as a handling surrogate represents a solution, allowing BPS visitors to engage tactually with museum content while minimizing risk. However, the design of such replicas is poorly researched. This exploratory examination of the design of 3-D printed replicas utilizes semi-structured interviews, sensory observations and content analysis to examine BPS perceptions of museum objects in the absence of interpretational support. Interpretation was dominantly multisensory, while participants found it easier to determine material traits than object traits, with textual, geometrical and optical properties being of use. Assistive approaches rather than major alterations were favored. Overall, museum professionals should consider how the process of 3-D printing influences BPS perception.
现代博物馆的实践要求所有人都能平等地进入博物馆,但由于博物馆的视觉中心性,盲人和部分视力(BPS)观众的进入仍然存在问题。许多博物馆专业人士和BPS游客仍然对提供的无障碍程度感到沮丧。使用3d打印复制品作为处理代理代表了一种解决方案,使BPS游客能够真正参与博物馆内容,同时最大限度地降低风险。然而,这种复制品的设计研究很少。这种对3d打印复制品设计的探索性检查利用半结构化访谈,感官观察和内容分析来检查在没有解释支持的情况下BPS对博物馆物品的感知。解释主要是多感官的,而参与者发现材料特征比物体特征更容易确定,文本、几何和光学特性都是有用的。辅助方法比重大改变更受欢迎。总的来说,博物馆专业人员应该考虑3d打印过程如何影响BPS的感知。
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引用次数: 10
Engaging Children and Parents to Code Together Using the ScratchJr App 让孩子和家长一起使用ScratchJr应用程序编写代码
IF 1.5 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Pub Date : 2020-01-02 DOI: 10.1080/10645578.2020.1732184
M. Govind, E. Relkin, M. Bers
Abstract Educational tools and apps designed to teach coding and computational thinking to children have risen in popularity in the last several years. However, there is little research that explores how families with young children code together in informal environments. This study explored how children ages 5-7 and their parents jointly program with the ScratchJr app. N = 58 families attended ScratchJr Family Days, single-day events for families to engage in an interactive ScratchJr session. Three additional parent-child dyads participated in a follow-up observational study, in which they were videotaped while working on an open-ended ScratchJr activity. Findings indicated that parents reported engaging as observers and coaches, whereas children engaged as planners. There were moderate, positive associations between children’s prior coding interest and their engagement in debugging, as well as between children’s role as playmates and their engagement in the design process. Implications and opportunities for future research are discussed.
摘要过去几年,旨在向儿童教授编码和计算思维的教育工具和应用程序越来越受欢迎。然而,很少有研究探讨有年幼孩子的家庭如何在非正式环境中共同编码。这项研究探讨了5-7岁的儿童及其父母如何使用ScratchJr应用程序进行联合编程。N = 58个家庭参加了ScratchJr家庭日,这是一个为家庭举办的互动ScratchJr会议的单日活动。另外三名亲子二人组参与了一项后续观察性研究,在该研究中,他们在进行开放式ScratchJr活动时被录像。调查结果表明,家长们报告称自己是观察员和教练,而孩子们则是规划者。儿童先前的编码兴趣与他们参与调试之间,以及儿童作为玩伴的角色与他们参与设计过程之间存在适度的正相关。讨论了未来研究的意义和机遇。
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引用次数: 22
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Visitor Studies
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