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1.
Over the past two decades, museums and galleries have significantly expanded the scope and diversity of programs and exhibitions offered to children, families and schools. Parents and teachers are increasingly interested in curated public play spaces for children in the early years (from birth to eight years old), and they actively search for accessibility, affordability and quality when planning young children's excursions. In 2013, the Ipswich Art Gallery (in Queensland, Australia) developed and presented Light Play, an interactive exhibition designed especially for children up to the age of eight. Light Play promoted the use of light as a creative material for making ephemeral art through collaborative play, experimentation and discovery‐based learning. As part of the exhibition, a formal research project was run as an integral component of Light Play. Our research documented the qualities that lead to successful creative play experiences for young children in art museums by examining three key aspects of the exhibition: the participants, the environment, and the program. This paper discusses the findings of that research, in relation to making financial and human resource investments in interactive and immersive exhibitions and play spaces for children in the early years.  相似文献   

2.
儿童博物馆在过去二十年间由于种种原因,并没有在中国发展起来。一些相关的基本问题:“什么是儿童博物馆?儿童博物馆展示什么?为什么需要儿童博物馆?”在中国并不为大众熟悉,也没有受到太多博物馆专业领域人士的关注。本文将从影响儿童博物馆的理论及研究,儿童博物馆与其它场馆的区别,儿童博物馆的教育内容等几个方面来介绍儿童博物馆的核心教育理念。以期通过本文能够把儿童博物馆的精髓呈现出来,让更多的人了解并关注儿童博物馆,为中国儿童教育方式的发展提供一些参考。  相似文献   

3.
Studies exploring very young children visiting museums and art galleries are few. The majority of research about museum and gallery visitors explores family group interactions. This paper examines the findings of a study involving three‐ and four‐year‐old children visiting an art exhibition in a national museum on more than one occasion. The children's construction of knowledge about being a museum visitor and exhibitor indicates their ability to develop an appreciation of art and an understanding of the purposes of museums and art galleries.  相似文献   

4.
This study examined what children learn while they are interacting with exhibits at a children's museum as well as the conditions that facilitate learning. Using naturalistic observations to get information on the kinds of observable learning that occurred in a variety of settings within the museum, the study found that much observable learning did occur and that different contexts supported different kinds and amounts of learning. Learning was more likely to occur with adult interaction than without, and certain types of exhibits invited more adult involvement than others. Examples of learning of relatively higher levels of cognitive complexity and higher degrees of generalizability were observed more rarely than examples of learning of lower complexity and less generalizability. Implications for children's museums and other settings of informal learning are discussed.  相似文献   

5.
科技藏品与互动展品的关系,是研究博物馆与科技馆教育功能关联性的基础。本文从科技藏品与互动展品的不同来源与特性入手,分析了科技藏品与由科技藏品转化而来的“互动展品”之间的关系,以及转化的原因和途径,并从教育学和认知的角度分析归纳了科技藏品与互动展品的本质差异。在此基础上,说明依托科技藏品的博物馆教育与依托互动展品的科学中心教育的不同思路和策略。  相似文献   

6.
Abstract Visitors to museum settings have agendas that encompass a wide variety of missions. Agendas are known to directly influence visitor behavior and learning. Numerous agendas are at play during a visit to a museum. We suggest that in a museum‐based learning experience, children's agendas are often overlooked, and are at times in competition with the accompanying adult's agendas. This paper describes and qualitatively analyzes three episodes of competing agendas that occurred on young children's field trips to museums in Brisbane, Australia. The aim is to elucidate the kinds of tensions over agendas that can arise in the experience of young museum‐goers. Additionally, we hope to alert museum practitioners to the importance of considering children's agendas, with the aim of improving their museum experience. Suggestions are also made for ways in which educators can address children's agendas during museum visits in order to maximize learning outcomes.  相似文献   

7.
Play is a central, defining concept for children's museums, yet it's become a hot button issue which is problematic if play is what makes children's museums uniquely valuable. In this article, members of the Children's Museum Research Network share findings from their first research study, focused on elucidating the problem of play in children's museums. Results suggest that children's museums may not have shared definitions and conceptualizations of play.  相似文献   

8.
《让孩子爱上博物馆》一书着重分析了建构主义理论在博物馆儿童教育中的应用,并针对博物馆儿童观众的研究成果分析做了深入阐述,对于全面指导博物馆儿童早期教育项目的设计与执行具有现实意义。受该书启发,本文最后以系统学视角,对教师、家长、博物馆从业者等不同主体促进孩子爱上博物馆提出了相关建议。  相似文献   

9.
西班牙国家科技博物馆(阿尔科文达斯馆)在常设展览的设计中,致力于在经典科学实验的器材等“科学遗产”与现代科学中心互动展品之间建立起双向联系,使参观者通过两者的相似性,领悟互动展品对人类科学探索历程的刻画与诠释。本文通过对西班牙国家科技博物馆历史沿革的追溯,及阿尔科文达斯馆展览架构和展品设置的分析,尝试探讨该科学博物馆在展览设计方面的独创性,融合科学工业博物馆与科学中心特点的设计思路,以及它对国内科学博物馆展览设计的借鉴意义。  相似文献   

10.
Abstract Not a month goes by at the Brooklyn Children's Museum without a call or visit from a group of enthusiastic educators and community leaders on a mission to start their own children's museum or gallery. Recent guests have arrived from as far away as Israel, Ecuador, Japan, and Australia, and as nearby as the Bronx. In the United States, children's museums represent one of the youngest and fastest growing cultural sectors. Our field was founded in 1899 with the opening of the Brooklyn Children's Museum. Anna Billings Gallup, an influential curator and director at the museum from 1902 to 1937, spoke widely about the value of bringing the child into the forefront of museum activities. In the United States, the field grew slowly but steadily to four children's museums in 1925 and to approximately 38 by 1975. In the last three decades, sparked by the groundbreaking work of Michael Spock at the Boston Children's Museum, the field has been energized by an extraordinary boom in new and expanding children's museums. Today there are approximately 350 worldwide.  相似文献   

11.
This paper details findings from a collaborative research project that studied children learning to 3D print in a museum, and provides an overview of the study design to improve related future programs. We assessed young visitors’ capacity to grasp the technical specificities of 3D printing, as well as their engagement with the cultural history of shoemaking through the museum's collection. Combining the museum's existing pedagogical resources with hands‐on technology experiences designed by Semaphore researchers, this study enabled both researchers and museum education staff to evaluate the use of 3D‐driven curriculum and engagement materials designed for children visiting cultural heritage museums. This study raises critical questions regarding the practicality of deploying 3D media to engage young learners in museums, and this paper illuminates the challenges in developing models for children to put historical and contextual information into practice.  相似文献   

12.
本文分析角色体验在儿童展览教育运用的概况,儿童科学乐园引入角色体验的必要性,同时选取中国科学技术馆儿童科学乐园角色体验展区中的典型展品案例,阐述将角色体验运用到儿童科学乐园内容设计中的一些思考。认为角色体验展区应注重展品的科技内涵,启发儿童进行探究式学习;要能提升儿童的自我效能感,进一步激发儿童的创造力和想象力;选取有合作性质的角色,培养儿童交流意识,鼓励儿童通过沟通解决问题;要采用多种方式增加角色体验展品的亲子话题,促进家长与儿童良性互动。希望促进角色体验在儿童科技展览中得到进一步运用。  相似文献   

13.
In 2004, Chicago Children's Museum founded the Play For All initiative, which creates a community where play and learning connect for visitors of all abilities. The Play For All team discovered that families with children with disabilities were looking for an opportunity to explore and enjoy the museum without limitations and the fear of being judged. CCM also learned that being ADA compliant was not enough; being accessible and inclusive meant going above and beyond the ADA. Children's museums are a rare treat where almost everything should be interactive and ready to be played with. The Play For All team has made significant changes to the exhibits, staff training, and programming at Chicago Children's Museum by working with local families with disabilities and partner organizations. A culture shift has taken place within CCM. Play For All is now a top priority when decisions are being made.  相似文献   

14.
This article examines nine articles from the Curator archive, from 1960–2017, on the topic of children's museums. It concludes that despite enormous changes in these museums over the 60‐year span, there are a number of trends consistent in the literature. The article concludes with a call to museums to invest in research in order to understand the impact of our work, and to help us ensure we are really achieving what we claim to.  相似文献   

15.
This article reports on a study of young children and the nature of their learning through museum experiences. Environments such as museums are physical and social spaces where visitors encounter objects and ideas which they interpret through their own experiences, customs, beliefs, and values. The study was conducted in four different museum environments: a natural and social history museum, an art gallery, a science center, and a hybrid art/social history museum. The subjects were four‐ to seven‐year old children. At the conclusion of a ten‐week, multi‐visit museum program, interviews were conducted with children to probe the saliency of their experiences and the ways in which they came to understand the museums they visited. Emergent from this study, we address several findings that indicate that museum‐based exhibits and programmatic experiences embedded in the common and familiar socio‐cultural context of the child's world, such as play and story, provide greater impact and meaning than do museum exhibits and experiences that are decontexualized in nature.  相似文献   

16.
The purpose of this study is to determine which of the following factors influence children's online communication: parent–child communication (PCC), social self-efficacy (SSE), and unwillingness to communicate (UTC). To examine children's online communication, the researchers obtained survey data from 425 elementary school students in South Korea and tested a hypothesized structural model using EQS/Windows. The findings suggest that open communication between parents and children is associated with higher levels of SSE and lower levels of UTC among children. According to the two variables, open PCC has an indirect influence on interactive communication in online communities. Overall, this study offers meaningful results indicating that children's interactive online communication is influenced by their characteristics of interpersonal communication resulting from open PCC.  相似文献   

17.
本文围绕科技馆策划科技成就展的展品创意进行探讨,针对相关展览的现状及问题,分析展品的目的性及其与观众的联系,分别对展品创意中可能的展示点及展示手段进行了梳理归类,并以“创新决胜未来——庆祝改革开放40周年科技成就科普展”为实例,对展示点及展示手段在实际工作中的体现予以阐释。  相似文献   

18.
This study examines parental mediation of preschool children's television viewing. Becker's (1981) theory of parent-child relations is used to frame mediation in terms of parenting resources. A survey of 129 parents of preschool children (ages 1-5) reveals that when resources are in highest demand, attitudes toward television are a factor in deciding whether television mediation will benefit children. Demographic variables, parents' attitudes about television, and parents' involvement with children all significantly predicted restrictive and instructive mediation. The findings are discussed in light of young Children's needs for mediation as a guide to television's novel set of technical and cultural codes.  相似文献   

19.
面向儿童群体讲解自然科普展览是许多博物馆开展教育活动的重要方式。然而,传统讲解无法激发儿童兴趣,难以进行学习迁移和延伸。本文以云南省博物馆“远古云南”展厅为例,从三因素情境性兴趣模型出发,运用“情境认知与学习理论”和“情境教学法”对兴趣和情境进行深度分析,提出“情境化讲解辅导设计三步法”。通过实践,实现多样化情境和趣味性紧密结合,形成融合趣味性、教学内容、教学方法的“三位一体”博物馆讲解辅导,鼓励儿童把学习变为实践,逐步建立起自我与自然的联系。  相似文献   

20.
以参观博物馆的4~7岁儿童为测试对象,探查他们对博物馆动物剥制标本的认知。结果发现,4~7岁儿童可对动物剥制标本做出有生命或无生命、自然物或人造物两个层面的判断区分。进一步细分,儿童对动物标本现状的认知可分为真的自然物、假的人造物、真的生命体和假的非生命体四种类型。儿童对标本生物属性和真实属性理解的正确率均随年龄的增长而提高。年龄对儿童的认知具有显著性的影响。随着年龄的增长,儿童逐渐接近和达到成人的认知水平,即可认识到博物馆中陈列的动物剥制标本代表真实的自然物,能够体现自然界中真实存在生物的科学信息。  相似文献   

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