Hi there,

 

I am working on a chapter for a book about the use of "novelty" in
exhibitions where novelty is defined as an attention getter, or
new/flashy item/sound that draws a visitor into the learning experience.
We are looking for examples of how those attention getters help draw the
visitor in to the main idea (or conversely does a poor job of that), or
how it aids in the learning process through behavioral modifications
(i.e. every time you get the right answer a celebratory sound goes off
like a slot machine, etc.), or navigates you through the exhibition with
a purpose (such as the passport/ID card concept used at the Holocaust
Museum, Spy Museum, Titanic travelling exhibition, and others.) We're
also happy to have examples of novelty/attention getters that contribute
in other ways. 

 

The chapter is for a book on how an understanding of techniques used in
museum exhibitions and other free-choice learning environments can
benefit educators in a formal setting when they evaluate materials to
augment their curriculum - particularly digital materials. We do not
want to limit the examples presented in the book to our personal
experiences alone, so we are soliciting examples from primarily science,
natural science, and technology institutions big and small (although it
is not necessarily limited to those settings). If your example is used
we can discuss recognition in the book that you feel is most
appropriate.

 

Please reply off-list to [log in to unmask]

 

Many thanks,

 

Jes Koepfler | Research Associate

Institute for Learning Innovation

410.956.5144 x134

 

ILI: Understanding, fostering, and promoting lifelong learning

Find out more at www.ilinet.org <http://www.ilinet.org/> 

 


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