Advertisement

Using augmented reality and knowledge-building scaffolds to improve learning in a science museum

  • Susan A. Yoon
  • Karen Elinich
  • Joyce Wang
  • Christopher Steinmeier
  • Sean Tucker
Article

Abstract

Although learning science in informal non-school environments has shown great promise in terms of increasing interest and engagement, few studies have systematically investigated and produced evidence of improved conceptual knowledge and cognitive skills. Furthermore, little is known about how digital technologies that are increasingly being used in these informal environments can enhance learning. Through a quasi-experimental design, this study compared four conditions for learning science in a science museum using augmented reality and knowledge-building scaffolds known to be successful in formal classrooms. Results indicated that students demonstrated greater cognitive gains when scaffolds were used. Through the use of digital augmentations, the study also provided information about how such technologies impact learning in informal environments.

Keywords

Knowledge-building Augmented reality Informal learning 

References

  1. Allen, S. (2002). Looking for learning in visitor talk: A methodological exploration. In G. Leinhardt, K. Crowley, & K. Knutson (Eds.), Learning conversations in museums (pp. 259–303). Mahwah: Lawrence Erlbaum Associates.Google Scholar
  2. Azuma, R. (1997). A survey of augmented reality. Teleoperators and Virtual Environments, 6(4), 355–385.Google Scholar
  3. Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34–47.CrossRefGoogle Scholar
  4. Bereiter, C. (2002). Education and mind in the knowledge age. Mahwah: Lawrence Erlbaum Associates.Google Scholar
  5. Bereiter, C., & Scardamalia, M. (2003). Learning to work creatively with knowledge. In E. De Corte, L. Verschaffel, N. Entwistle, & J. van Merriënboer (Eds.), Unraveling basic components and dimensions of powerful learning environments (pp. 55–68). Oxford: Elsevier.Google Scholar
  6. Borun, M., Kelly, B. M., & Rudy, L. J. (2011). In their own voices: Museums and communities changing lives. Philadelphia: Franklin Institute.Google Scholar
  7. Business Roundtable (2005). Tapping America’s potential: The education for innovation initiative. [Web Resource] Available online. www.businessroundtable.org/publications.
  8. Cress, U. (2008). The need for considering multilevel analysis in CSCL research–An appeal for the use of more advanced statistical methods. Computer-Supported Collaborative Learning, 3, 69–84.CrossRefGoogle Scholar
  9. Damala, A., Cubaud, P., Bationo, A., Houlier, P., & Marchal, I. (2008). Bridging the gap between the digital and the physical: Design and evaluation of a mobile augmented reality guide for the museum visit. In 3rd ACM International Conference on Digital and Interactive Media in Entertainment and Arts, (pp. 120–128). New York: ACM Press.Google Scholar
  10. DeWitt, J., & Osborne, J. (2010). Recollections of exhibits: Stimulated-recall interviews with primary school children about science centre visits. International Journal of Science Education, 32(10), 1365–1388.CrossRefGoogle Scholar
  11. Dierking, L., Falk, J., & Scott, C. (2004). Interactives and visitor learning. Curator, 47(2), 171–198.CrossRefGoogle Scholar
  12. Dillenbourg, P., & Schneider, D. (1995). Mediating the mechanisms which make collaborative learning sometimes effective. International Journal of Educational Telecommunications, 1, 131–146.Google Scholar
  13. Council, D. P. (2006). American competitiveness initiative. Washington, DC: Office of Science and Technology Policy.Google Scholar
  14. Eberbach, C., & Crowley, K. (2009). From everyday to scientific: How children learn to observe the biologist’s world. Review of Educational Research, 79(1), 39–68.CrossRefGoogle Scholar
  15. Falk, J. H., Dierking, L. D., & Foutz, S. (Eds.). (2007). In principle-in practice: museums as learning institutions. Lanham: AltaMira Press.Google Scholar
  16. Fender, J. G., & Crowley, K. (2007). How parent explanation changes what children learn from everyday scientific thinking. Journal of Applied Developmental Psychology, 28, 189–210.CrossRefGoogle Scholar
  17. Hall, T., & Bannon, L. (2006). Designing ubiquitous computing to enhance children’s learning in museums. Journal of Computer Assisted Learning, 22(4), 231–243.CrossRefGoogle Scholar
  18. Honey, M. A., & Hilton, M. (Eds.). (2011). Learning science through computer games and simulations. Washington DC: National Academies Press.Google Scholar
  19. Hughes, C. E., Smith, E., Stapleton, C. B., & Hughes, D. E. (2004). Augmenting museum experiences with mixed reality, Proceedings of KSCE 2004, St. Thomas, V.I., November 22–24.Google Scholar
  20. John, N., & Lim, I. (2007). Cybermedicine tools for communication and learning. Journal of Visual Communication in Medicine, 30(1), 4–9.CrossRefGoogle Scholar
  21. Klopfer, E., & Squire, K. (2008). Environmental detectives–the development of an augmented reality platform for environmental simulations. Education Technology Research and Development, 56, 203–228.CrossRefGoogle Scholar
  22. Marek, E., Boram, R., Laubach, T., & Gerber, B. (2002). Conceptual understandings resulting from interactive science exhibits. Journal of Elementary Science Education, 14(2), 39–50.CrossRefGoogle Scholar
  23. McManus, P. (1994). Families in museums. In L. Miks & A. Zavala (Eds.), Towards the museum of the future (pp. 81–118). London: Routledge.Google Scholar
  24. Foundation, N. S. (2006). America’s pressing challenge: Building a stronger foundation, a companion to science and engineering indicators. Arlington: Author.Google Scholar
  25. Council, N. R. (2009). Learning science in informal environments: People, places, and pursuits. Washington, DC: The National Academies Press.Google Scholar
  26. O’Donnell, A. M., & O’Kelly, J. B. (1994). Learning from peers: Beyond the rhetoric of positive results. Educational Psychology Review, 6, 321–349.CrossRefGoogle Scholar
  27. Palmquist, S. D., & Crowley, K. (2007). From teachers to testers: Parents’ role in child expertise development in informal settings. Science Education, 91(5), 712–732.CrossRefGoogle Scholar
  28. Partnership for 21st Century Skills (2007). The intellectual and policy foundations of the 21st century skills framework. Tucson, AZ 1–24.Google Scholar
  29. Perry, D., & Tisdal, C. (2004). Going APE! at the exploratorium: Interim summative evaluation report. Available from the Exploratorium, 3601 Lyon St., San Francisco, CA 94123.Google Scholar
  30. Rennie, L., & Williams, G. (2002). Science centers and scientific literacy: Promoting a relationship with science. Science Education, 86, 706–726.CrossRefGoogle Scholar
  31. Rennie, L. J., Feher, E., Dierking, L. D., & Falk, J. H. (2003). Towards an agenda for advancing research on science learning in out-of-school settings. Journal of Research in Science Teaching, 40(2), 112–120.CrossRefGoogle Scholar
  32. Sanford, C., Knutson, K., & Crowley, K. (2007). We always spend time together on Sundays: Grandparents and informal learning. Visitor Studies, 10(2), 136–151.CrossRefGoogle Scholar
  33. Scardamalia, M. (2002). Collective cognitive responsibility for the advancement of knowledge. In B. Smith (Ed.), Liberal education in a knowledge society (pp. 67–98). Chicago: Open Court.Google Scholar
  34. Scardamalia, M., & Bereiter, C. (2006). Knowledge building. In K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (pp. 97–115). New York: Cambridge University Press.Google Scholar
  35. Serrell, B., & Adams, R. (1998). Paying attention: Visitors and museum exhibitions. Washington, DC: American Association of Museums.Google Scholar
  36. Squire, K., & Patterson, N. (2009). Games and simulations in informal science education. Paper commissioned for the National Research Council Workshop on Gaming and Simulations, October 6–7, Washington. http://www7.nationalacademies.org/bose/Gaming_Sims_Commissioned_Papers.html
  37. Strauss, A. L., & Corbin, J. M. (1998). Basics of qualitative research: Techniques and procedures for developing grounded theory (2nd ed.). Newbury Park: Sage.Google Scholar
  38. Stavrova, O., & Urhahne, D. (2010). Modification of a school programme in the deutsches museum to enhance students’ attitudes and understanding. International Journal of Science Education, 32(17), 2291–2310.CrossRefGoogle Scholar
  39. Sylaiou, S., Economou, A., Karoulis, A., & White, M. (2008). Evaluation of ARCO: A lesson in curatorial competence and intuition with new technology. Computers in Entertainment, 6(2) http://portal.acm.org/citation.cfm?id=1371226&jmp=cit&coll=portal&dl=ACM
  40. Sylaiou, S., Mania, K., Karoulis, A., & White, M. (2010). Exploring the relationship between presence and enjoyment in a virtual museum. International Journal of Human Computer Studies, 68, 243–253.CrossRefGoogle Scholar
  41. Szymanski, M., Aoki, P., Grinter, R., Hurst, A., Thornton, J., & Woodruff, A. (2008). Sotto Voce: Facilitating social learning in a historic house. Computer Supported Cooperative Work, 17, 5–34.CrossRefGoogle Scholar
  42. U.S. Department of Education. (2007). Report of the academic competitiveness council. Washington, DC: Author.Google Scholar
  43. van Aalst, J. (2009). Distinguishing knowledge-sharing, knowledge-construction, and knowledge-creation discourses. International Journal of Computer-Supported Collaborative Learning, 4(3), 259–287.CrossRefGoogle Scholar
  44. Waite, T., Kirkley, J., Pendleton, R., & Turner, L. (2004). MUSEpad: Supporting information accessibility through mobile location-based technology. TechTrends, 49(3), 76–82.CrossRefGoogle Scholar
  45. Yoon, S. (2008). An evolutionary approach to harnessing complex systems thinking in the science and technology classroom. International Journal of Science Education, 30(1), 1–32.CrossRefGoogle Scholar
  46. Yoon, S., Elinich, K., Wang, J., Steinmeier, C., & Van Schooneveld, J. (2011). Fostering critical thinking in science museums through digital augmentations. In The Proceedings of the Annual Conference of the International Conference on Computer Supported Collaborative Learning, Hong Kong, China.Google Scholar
  47. Yoon, S., Elinich, K., Wang, J., Steinmeier, C., & Van Schooneveld, J. (in press). Learning impacts of a digital augmentation in a science museum. To appear in Visitor Studies.Google Scholar

Copyright information

© International Society of the Learning Sciences, Inc.; Springer Science + Business Media, LLC 2012

Authors and Affiliations

  • Susan A. Yoon
    • 1
  • Karen Elinich
    • 2
  • Joyce Wang
    • 1
  • Christopher Steinmeier
    • 1
  • Sean Tucker
    • 1
  1. 1.Graduate School of EducationUniversity of PennsylvaniaPhiladelphiaUSA
  2. 2.Franklin Institute Science MuseumPhiladelphiaUSA

Personalised recommendations