Science
Museums as Environments for Learning
Physics
Today, vol. 43, no. 11, pp. 50-56, Nov. 1990.(American
Institute of Physics)
Robert J. Semper
Executive Associate Director, Exploratorium, San Francisco, CA
A science
museum is created by its contents and the activities relating
to them. These contents may be historical artifacts, such as
a steam engine, or exhibits of natural phenomena, scientific
ideas or technological inventions. A museum is an educational
county fair, a serious and exciting learning environment where
the relationships between one exhibit and the next, and among
the exhibits, the visitors and the space as a whole are important.
This location-and-object specific attribute sets museums apart
from other communications media such as television, books and
periodicals.
The numbers
of science museums in the United States and worldwide have
exploded during the past 20 years. Today there are some 200
science centers and museums in the US alone, with a combined
visitorship of at least 50 million people per year.1 These
institutions include both the traditional museums of science
and technology, which emphasize collections of historical artifacts
and industrial devices (often donated by companies) and the
more contemporary science center (see PHYSICS TODAY, March
1987, page 65).
Founded
with academic principles in mind but designed to serve the
broadest general public, these science centers usually house
a mixture of exhibits; educational programs; libraries; film
and computer resources; and teaching, exhibit development and
scientific staff. The cardinal feature of these new science
centers has been the development of interactive exhibits and
educational programming keyed to the idea that learning is
an active enterprise. The centers provide an important community-based
resource for science learning at all ages: In a survey conducted
in 1987 by the Association of Science-Technology Centers, more
than half the visitors to such centers were found to be 17
or older.
Role
in public education
Science centers exhibit scientific phenomena and ideas as well
as objects, machines and instruments. They show the activities
of scientists, the consequences of technological advancement,
and the state of our knowledge of the universe and ourselves.
They excel at presenting examples of natural phenomena, human
and animal behavior, and real-world applications of science.
They provide multiple opportunities for the public to broaden
and deepen its knowledge and understanding of science, technology
and nature.
The exhibits
in these museums present natural phenomena, technological innovations
and scientific ideas in ways that prompt visitors, interacting
with them, to ask themselves questions and reinforce their
own learning. Exhibits are designed to isolate a piece of nature
or a concept from the complex world so that a visitor has a
chance to poke at, fiddle with and thereby begin to comprehend
it. For instance, visitors can learn about refraction by passing
light beams through large plastic lenses, by watching waves
bend in a ripple tank as they pass from deep to shallow water,
or by examining the lens from a cow's eye dissection. Museums
also can provide a vivid experience of the scientific discovery
process by presenting or recreating actual events such as the
reception and analysis of live images from the Pioneer and
Voyager satellites as they sweep past the planets.
The resonant
pendulum at the Exploratorium is a good example of an exhibit
that invites interaction. It is a 300 pound pendulum with a
metal collar surrounding the weight. Visitors can swing the
pendulum after throwing very weak magnets onto the metal collar
and pulling on the attached cords. If one pulls in phase with
the motion of the pendulum, the motion is reinforced; if one
pulls out of phase, the magnet drops off immediately. This
exhibit is dramatic and fun: It is obvious how to make it work,
and the significance of resonance-as manifest in a small, weak
magnet moving a large, heavy pendulum when pulled repeatedly
in phase-is apparent. Also two people standing a quarter-circle
apart can observe a graphic representation of vectors by simultaneously
pulling the pendulum. This simple exhibit has fostered a variety
of discussions with people at many different levels of scientific
understanding. It prompted a family to talk about pumping swings;
it inspired physics teachers to discuss the underlying resonant
phenomena supporting refraction in glass; and it helped Robert
Wilson, the emeritus director of Fermilab, demonstrate the
resonant operation of the cyclotron.
But good
science centers do more than provide specific information or
a view of the scientific process. Experiences in museums motivate
children and adults to become more inquisitive. They encourage
the development or redevelopment of curiosity. People comment
after a visit to a science museum that they feel they begin
to notice things in the outside world that they have missed
before. Clearly something basic has happened, something deeper
than the mere learning of a specific fact or idea.
Museums
and science centers also sponsor programs and activities designed
to relate to particular audiences. Because they are not part
of the formal educational structure, which can sometimes be
seen as threatening, museums can successfully host science-related
activities that reach families, community groups, underserved
youth and women and members of minority populations who are
underrepresented in professional science.
The resources
of museums and centers are used in formal teaching as well:
Exhibits are used by classes and students as props for learning;
and they provide the base for a teacher education curriculum.
Teachers develop worksheets for students to use when they visit
a museum, and teachers often develop versions of exhibits for
their own classroom use. Today there is a growing use of science
museums as settings for intensive teacher preservice and inservice
development. And many museums are adding libraries, information
systems, film and demonstration theaters and other resources
to help people develop a deeper understanding of what they
are experiencing.
Learning
in science centers
Science centers are indeed educational institutions, but they
are not schools. Museums offer learning opportunities that are
difficult to replicate in a traditional school settings. The
educators, scientists and designers working in science centers
instinctively feel that significant education is happening, and
most museum educators have an impressive list of anecdotal evidence
that shows that this is the case. But the exact nature and extent
of the learning activity in science centers are not fully understood.
The lack
of extensive research results should not be surprising. Research
on learning in museums is hard to do because of the episodic
nature of the interaction, the divergent backgrounds of the
visitors, the free-form nature of a museum visit itself and
the non-verbal character of the experiences that museums particularly
excel in providing. But it is also just those features of the
museum experience that make the question of learning in museums
so interesting and worthy of study.
Museum goers
don't take tests or receive grades. As Frank Oppenheimer, founding
director of the Exploratorium used to point out, "No one ever
flunked a museum." An experience in a museum may trigger an
idea in a class two months later or a family discussion during
the next vacation. Many of the existing studies of learning
in the museum consist of visitor-behavior studies or visitor
interviews of one sort or another. Such studies have given
insight into the behavior of visitors using a museum and therefore
have provided some hints about how to design good exhibits
and labels. The more subtle learning experiences that museums
provide are harder to document. Research only now is beginning
to address the question of what learning models are appropriate
for museums.2
The museum
experience
It is important to note that the learning experience in the museum
often occurs within a social context. People come with other
people: friends, family, fellow students. They interact with
other visitors, either consciously or unconsciously. The social
groupings often include people of mixed ages, experiences and
backgrounds. An exhibit may serve as a prop for a discussion
between two students or between a parent and a child. Exhibits
provide an opportunity for joint experimentation, in which the
role of teacher and student can alternate back and forth between
participants.
Peer interaction
in learning can be an important support for education, and
it is one that formal schooling often militates against. In
a museum, opportunities naturally arise for people to relate
to each other, and one can overhear delightful arguments between
two visitors about how something works. In fact, some of the
Exploratorium's most popular exhibits are designed to work
best with more than one person.
Significantly,
people must make an active decision to visit a museum, and
most visitors clearly see museums as educational. When we ask
our visitors why they came to the Exploratorium they usually
make it quite plain that they came to learn-either to have
an educational experience themselves or to offer it to their
family. Thus they view a visit to a science center as different
from a visit to a theme park or an amusement center. At the
same time, our surveys also show that the museum learning experience
is accessible and enjoyable to visitors. They often say somewhat
wistfully,
"If science had been taught like this when I was in school, I
would have stayed with it." Many returning visitors say that
they come back to have fun as well as to learn something new.
The ideas
and objects in a museum are discovered by the active process
of people's moving about: Inside the building, visitors browse
with their feet, going to exhibits that interest them and bypassing
the ones that don't or that are being used. People have the
opportunity to wander and to make their own personal connections
and meaningful choices. There is no requirement for them to
see everything. The relatively freeform environment allows
and even demands that the users create their own learning path.
Some of
these paths and connections are scientifically valid; some
are not. But this personal pathfinding is important for learning
science. Philip Morrison pointed this out years ago in another
context:3
I
think our instruction has been single-pathed. You're in a forest,
you walk carefully along a path and reach the chest of doubloons
on the other side, and solve the problem! And that is the way
we-I too- teach physics. But the kids that try it get lost
at each turning of the path. The trouble is that they think
there is only one safe path, that they have to stick as close
to that as they can, and they are afraid to go off into the
deep woods. I think that the only way to teach pathfinding
is to make them get lost many, many times, to make all the
false starts, to try out all the alternatives....Of course
you can't learn many paths this way, but you learn a way of
going down a path. Then if someone gives you another start,
you might be able to find your own way for yourself, hopefully,
some other time.
A casual observer
may get the impression that visitors have only brief interactions
with exhibits. But the frenetic activity observed in science museums
often camouflages much more purposeful approaches. Judy Diamond
studied the behavior of family groups by following them during
their visits. She found that they would look at a number of exhibits
for a short period of time (less than a minute) and at a few exhibits
for a much longer period of time (5 to 30 minutes).4 In
his studies at the Smithsonian Institution, John Falk also discovered
a bimodal distribution of time spent at exhibits.5 Such
studies indicate that a substantial part of the museum visit is
spent in detailed examination of a number of exhibits, thereby
providing the opportunity for significant learning. Visitors select
the topics that interest them, and then they are ready to investigate
further.
For most
visitors the museum experience is episodic. A single two-hour
visit is the norm. At first thought, this short time would
seem to limit the pedagogical effectiveness of the museum.
But visits to the museum for many people are more than single
experiences. Over 10 percent of our visitors return within
six months for another visit. People enjoy seeing their old
exhibit friends and delight in demonstrating them for others.
Some of the students who visit during a field trip return with
their parents in tow. Other students and teachers use the exhibits
in formal classes. And the museum store offers books and gadgets
that can help visitors continue the experience at home.
Pedagogical
foundations
There are at least four rich themes in education theory that
especially relate to the learning activities found in museums.
These comprise curiosity or intrinsically motivated learning
in education, multiple modes of learning, play and exploration
in the learning processes, and the existence of self-developed
world views and models among people who learn science.
Surprisingly
little systematic attention has been paid to the role of curiosity
or intrinsically motivated learning on the part of students
or the general public. In our educational system extrinsic
reward structures such as graduation, examinations, grades,
approval of teachers and potential future employment are common
motivators. But intrinsic factors-such as curiosity, enjoyment
in learning and mastery of challenge-also form potent motivational
tools. Curiosity is a fundamental drive in humans and animals
alike, and for obvious evolutionary reasons learning is an
enjoyable activity.
While much
in our formal educational system tends to diminish the student's
natural curiosity, learning environments that cater to curiosity
can be devised. Mihaly Csikszentmihalyi has studied intrinsically
motivated activities from rock climbing to chess playing.6 He
makes the point that this kind of learning succeeds only when
the challenge is close to but slightly greater than the skill
level of the person and when feedback is immediate. If the
challenge is too easy, there is nothing to question; too hard,
and there is no chance to feel the sense of accomplishment
that accompanies success. This notion argues both for creating
a variety of exhibits that match the interests of many different
visitors and for creating a variety of levels within each exhibit
to maximize the chance that something will connect with the
visitor in a meaningful way. Not every exhibit will be of interest
to every person.
In the best
museums, learning is multisensory, and the exhibits support
many learning styles and abilities. Exhibits are visually exciting
and most have a text to help explain what is going on. But
they also produce sounds and encourage touching. Exhibits often
use interesting kinetic experiences, play on words, spatial
relationships and intriguing sounds as well as text and images.
Because of this richness, museums and exhibits have the opportunity
to connect with many different learning modes that people use.
Howard Gardner
has pointed out in his book Frames of Mind (Basic Books, 1985)
that we learn and develop intelligences in a multiplicity of
ways. There are different ways one might categorize these intelligences,
including linguistic, musical, logical-mathematical, spatial
and bodily kinesthetic.
Traditionally
we think of science education as being primarily logical-mathematical.
There are certain concepts, however, that can be reinforced
by other kinds of learning. For example, learning about magnetic
fields can be enhanced by holding two bar magnets close together
so as to feel the variation in the field or by putting a bar
magnet in a pile of black magnetic sand. Spatial, tactile and
visual experiences can provide rich imagery to complement the
mathematical descriptions.
An exhibit
at the Ontario Science Center in Toronto gives visitors a kinestetic
sense of the relationship between electric energy and work.
Two hand pumps let them pump water from a large glass chamber
into a similar one above. The two chambers are connected by
a gravity-feed tube containing a valve and a turbine generator
that can power one light, two car headlamps or a small electric
train. It takes about 5-10 minutes to pump all of the water
into the top chamber. The visitor then opens the valve to let
the water run back into the lower tank. As the water flows,
the visitor can select the items to be powered. The single
light shines brightly; the auto headlamps shine much less brightly;
and the train moves hardly at all. This exhibit makes viscerally
apparent the work necessary to produce a particular electrical
outcome.
Play
and exploration
The role of playing and exploring with objects and ideas as part
of the learning process is an important but often overlooked
feature of education. Both Jerome Bruner and Michael Polanyi
point out the importance of play in support of learning. Yet
play is rarely considered a significant part of learning.7 In
fact, play is considered an activity for kids, and often not
a serious one at that. The playful atmosphere of science centers
leads many people to think of them as places only for children.
But play
is a serious matter in science education. It leads to the development
of skills in observation and experimentation and the testing
of ideas, and it provides an opportunity to independently discover
order in nature. Behavioral studies, in addition to indicating
the importance of play in developing creativity and learning
skills, give support to the idea that the manipulation of objects,
as well as sketching and drawing, actually helps the brain
think creatively about problems. By providing a garden of rich
and relatively unrestricted examples of natural phenomena and
technological props, a museum can create a playground of science
that helps develop the fundamental experiences necessary for
later learning.
In a museum,
where the age and background of the visitors are incredibly
diverse, one quickly realizes that the range of knowledge of
the visitors is immense. Not only do visitors have many different
and disparate world views of nature, they have differing amounts
of formalized instruction in science. The visiting public ranges
from a six-year-old child to a PhD physicist. In fact, the
same family group may include both.
Early in
life, most people develop a sophisticated world view to explain
the everyday events that they see. One is struck, when talking
to visitors in the informal atmosphere of a museum, by the
variety of differing views about how the world works, many
seemingly 'incorrect' from a scientific point of view. These
views are firmly held even years after formal education has
supposedly created a compelling consistent scientific world
view. Recent research has focused on how science education
affects the existence of this "pre" knowledge of how nature
works.
Fortunately
science museums are uniquely able to respond to the highly
variable baseline scientific knowledge of the visitors. By
creating exhibits that vary in both subject matter and style,
a museum can provide a potential for meeting the comprehension
level of many different people. More fundamentally, key exhibits
can be designed to challenge widely held self-developed knowledge
by creating cognitive dissonance between an internal theory
and an external example. Exhibits give visitors the opportunity
to investigate and validate (or invalidate) their personal
theories directly.
Elsa Feher
has shown how this can be the case by using exhibits on light
and shadow. At the Reuben Fleet Science Center in San Diego,
she has used interactive exhibits to investigate the internal
existing theories of students. For example, Sophisticated Shadows,
an exhibit with positive and negative pinholes and a light
source that is shaped like a cross, was used to elicit predictions
of images and shadows from students. These predictions showed
a strong preference for believing that shadows are produced
by objects, with little reference to the light source. This
kind of research leads not only to clues about how we can teach
science better but also indicates how exhibit designers must
be careful about the assumptions they make about the visitor's
world view.
Exhibit
design
How do the preceding considerations influence the creation of
exhibits? Often, only in retrospect can one make the connection
between learning theory and exhibit design. If you ask exhibit
designers to reflect on their work, you quickly find that it
is hard to get them to admit to any set of explicit rules. But
we have found at the Exploratorium that a few guidelines are
important to good educational exhibit design.
The user
of an exhibit, not the designer, should be in control of the
learning activity. A designer naturally sets out with a desire
for the user to experience some particular things. But the
danger is that the design will dictate the behavior of the
user so that any kind of independent learning is impossible.
Therefore it is critical for the designers to pay careful attention
to their own interactions with the exhibit, to become its first
users. This is why the Exploratorium relies heavily on the
development and testing of full-scale exhibit prototypes rather
than doing paper designs. These prototypes are also tested
by visitors.
Everyday
objects and experiences offer good starting points for many
exhibits. The closer an exhibit is to the personal experiences
of the visitor, the better the chance that the exhibit will
stimulate the visitor's own questions and conclusions. Topics
such as human and animal perception, or color, or bubbles are
naturally of interest to people. When thin-film interference
is shown in terms of the opalescence of an abalone shell or
of a pearl, it becomes more interesting than the more classical
presentation using two plates of glass.
The development
of the exhibit aesthetic is critical. Rich, sensual, authentic
and aesthetic experiences are fundamental to the educational
enterprise. Well-developed exhibit aesthetics-creating the
best example of a natural phenomenon or providing an interesting
kinesthetic experience or sound-lead to a longer and more involved
interaction between the visitor and the exhibit. For example,
use of very-high-dispersion glass prisms creates the most spectacular
spectrum possible. Also authenticity is crucial. People respond
with great interest when they feel they are in contact with
the genuine article, whether it is a real experience or an
authentic object. Live, noisy images of Saturn that are being
sent by a distant Voyager spacecraft are immensely more exciting
than high-quality textbook photographs.
Artists,
as well as scientists and educators, can provide ideas for
exciting exhibits. The artist's process of investigation and
presentation of nature provides a creative and dramatic counterpoint
to that of the scientist. In fact, at the Exploratorium the
exhibits developed by artists are often the most highly evocative
among museum visitors. We have found that artists quite naturally
model the exploratory process essential to good science learning.
The functional
design of an exhibit is important for learning. Objects have
their own natural language of use. The use of an exhibit should
be apparent from the form of the parts and not depend on elaborate
graphics. And the spatial and visual presentation should naturally
lead one to the conceptual ideas. In the resonant pendulum
exhibit mentioned above, the pendulum looks heavy, the magnets
are tiny and the attachment of the cords invite throwing. Two
magnets, mounted at 90 degrees to each other, invite a subtle
lesson in trigonometry by pulling two cords in phase.
Exhibits
have an individual scale and a group identity. We have discovered
that exhibits that are standalone and are about the size of
a tabletop tend to encourage a feeling of approachability and
privacy; they also provide the ideal setting for small-group
interaction. Learning can then be reinforced by creating a
number of exhibits on similar topics that as a whole may serve
to develop a curriculum to reinforce a particular concept or
idea. For example, at the Exploratorium we have about 10 individual
exhibits on different aspects of the refraction of light. In
one exhibit, you can dunk a lens into a tank of mineral oil,
changing its optical properties while you look through it at
a scene. In another, a small light projects on a wall the shadows
created by the refraction of convection currents produced by
a heater in a water tank. These quite different exhibits demonstrate
the relationship of refraction to the optical properties of
materials.
The entire
museum environment is important. To create surroundings where
people feel comfortable to explore and learn, one must allow
visitors to develop their own personalized space within an
institutional environment. Museums can provide this atmosphere
by creating a variety of exhibit designs and spaces where people
feel they can discover things on their own. William Whyte,
who has studied the individual uses of urban plazas and parks
in cities by careful observation of people, has developed a
set of principles that can readily be applied to museums as
well.8 Primary among them is the need for people
to personalize their own space.
Looking
ahead
As science centers and museums continue their evolution, there
are some interesting new emerging trends in exhibit technique
and program design that point to future developments.
To present
phenomena that may be hard to visualize, or too small or too
large, or too fast or too slow for standard interactive exhibits,
museums are beginning to make more use of interactive video
techniques, time-lapse films, computer-generated graphics and
interactive computer simulations with visual modeling outputs.
These new media techniques allow many new complex ideas and
concepts of science to be presented interactively just as for
existing exhibits, which present basic physics principles.
A number
of science centers are developing exhibits, auxiliary learning
stations on the museum floor and integrated libraries to address
the desire of many visitors to learn more about a particular
subject or to develop a theoretical understanding of a general
concept. These activities support in-depth, extended learning
experiences that are somewhere in between a casual museum visit
and a class setting.
Science
museums are developing programs and activities that go beyond
the walls of the museum. They are beginning to work with such
other media as publishing, television and radio to present
science to the public. Museum shops provide science instruments,
books and science toys, enabling visitors to take their museum
experiences away with them.
Recently,
researchers in education have begun to realize that the museum
environment is a good laboratory for the study of learning
in general. This is translating into the development of research
projects at museums, which will shed more light on the learning
process as well as help museums further develop their educational
potential. By means of their combined resources of exhibits,
teaching programs, research activities and diverse staff, science
centers and museums are developing into a new kind of public
learning center, fulfilling some of the public education role
that modern universities have neglected. They form an important
bridge between the formal science-education system and the
community at large.
Inside
the Exploratorium
Many science
centers were founded specifically to serve as educational institutions.
In the case of the Exploratorium, physicist Frank Oppenheimer was
interested in developing an institution where people could experience
the phenomena of nature and science directly for themselves. Remembering
his own museum experiences fondly as supreme learning opportunities,
he came to San Francisco and opened the Exploratorium, a museum
of science, technology and human perception, in the cavernous Palace
of Fine Arts in 1969 (see PHYSICS TODAY, November 1985, page 122).
Over the years, the Exploratorium has developed into a center containing
over 600 exhibits-each built in its own open shop-a staff of 200
and a visiting public of 600 000 each year.
Philip Morrison
captured the ambience of the Exploratorium in his foreword
to Hilde Hein's book, the Exploratorium: The Museum as a
Laboratory (Smithsonian Institution Press, Washington,
DC, 1990). He began his description by saying: "A strange,
dim, and lofty aura draws the visitor in, to wander from one
exhibit to the next, hundreds of the them set within the acres
of floor spanned by this celestial attic. When it first began
to grow, it was already a delight; today the Exploratorium
has grown to what must be the most original museum of science
in the world. For me, it is also the most brilliant. Of course
that judgment is subjective, the opinion of one physicist.
The museum is itself openly subjective, for it is styled 'a
museum of science, art, and perception.' . . .
"The researcher,
the teenager, and the little family group alike enjoy what
they perceive here. The crux is perception; here learning is
direct, experiential. Indeed, no one can convince you by works
alone that the random-dot pattern displays a three-dimensional
form. You must see it-or perhaps miss it-for yourself. It is
that feeling of shared experience that dominates the subjectivity
of the research worker and the serious student of science,
and here it is offered over and over again to everyone who
will try.
"There is
not much of a collection of famous artifacts here, not many
models of imposing works, nor mementos of the great. Most of
what is here was made right in the building, drawing on the
richness of a contemporary world city. The collection rests
on a set of ideas, ideas that have been made concrete by artist
and artisan, with eye, hand, and tool animated by and interacting
with purpose and concept. The machine shop is wide open, right
by the door. Every visitor can see there both the necessities
and the freedom to employ them.
"The working
of wood, metal, glass, even light and air, is what produces
the artful systems on display. The spectrum is as real as the
mirrors, and the vortex as tangible as the steel beams."
According
to The Exploratorium's author, H. Hein, "The exhibits
are the museum's principal educational device. They have been
carefully designed and tested to attract and hold the attention
of visitors so that people will want to figure them out and
make them work. The philosophy that imbues the exhibits is
clearly expressed in a statement by Oppenheimer: 'The whole
point of the Exploratorium is to make it possible for people
to believe they can understand the world around them.'
" ....Under
Oppenheimer's direction the Exploratorium maintained its positive
view of technology.... It considered technology and the products
of art and science natural expressions of human capacities
continuous with matter and life....
"Human productions
include science and works of art, and their integration is
another theme that is central to the Exploratorium's exhibit
philosophy....
"The thesis
that science has an aesthetic dimension and art a cognitive
one is implicit in the experiential concentration and perceptual
focus of the museum. Oppenheimer stated it explicitly in a
document that he circulated in the beginning to potential supporters.
It is most convincingly expressed in the exhibit style of the
museum, which strives to engage people through their senses
in the study of their perceptual processes and reactions."
References
1. Assoc.
Sci.-Tech. Centers, 1987 survey (116 institutions reported "through
the door" attendance of 60 million) Washington, D. C.
2. B. Serrell,
ea., What Research Says About Learning in Science Museums,
Assoc. Sci-Tech. Centers, Washington, D. C. (1990). 3. P. Morrison,
Am. J. Phys. 32, 441 (1964).
4. J. Diamond,
Curator 29 (2), 139 (1986).
5. J. H.
Falk, J. Mus. Ed. 7 (4), 22 (1982).
6. M. Caikszentmihalyi,
I. S. Caikazentmihalyi, eds., Optimal Experience, Cambridge
U. P., New York (1988).
7. R. A.
Hodgkin, Playing and Exploring, Methuen, New York (1985).
8. W. H.
Whyte, City, Doubleday, New York (1988).
With permission
of Physics Today, American
Institute of Physics.
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