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April 08, 2008

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John Aiken

Jeff great post!

I couldn't agree more with your assessment. We need interactive tools to capture attention and teach. Right now it seems extremely tricky to get gaming programmers to think in terms of something that will be educational and interactive.

As a designer (for this class at least) I get scared with the concept of interactivity. I think you're right. Something small and manageable like a Google map or something dynamic should do the trick.

Also I showed off your pilot picture tow a few friends. You should seriously think of selling it! :)

Jeff

John,

Thanks for the post and comments. I think finding that happy medium between education and entertainment is difficult. I curated a number of exhibits at the museum I worked at, and the board of directors always wanted "kid friendly" componets to the exhibits. This usually meant electronic gadgets that would capture the attention of children...for 10 seconds. Well, the gadgets were nice, but all the kids did was push buttons and move on. They never really explored what the gadgets were supposed to teach them. You can see it at any of the Smithsonian museums. Interactive exhibits, with a lot of interactivity going on, but no learning. Oh well.

Thanks for the comments on the picture!!

lyn

Subliminal messages are definitely an amazing tool if used correctly. I have benefited much from subliminal cds and similar products. Where do you get yours from? I buy mine from http://www.chargedaudio.com

Jared

Hey Jeff,

I especially find interactivity crucial for the latest generation of students. Those of us born in 1980 or later have never experienced a world without video games. The action of interactivity between a screen and human has slowly become an innate activity. So it appears that younger students have learning styles and pleasure-triggers (I sound like a Psychologist) considerably different from previous generations. From this assertion I would assume that as this generation of gamers continues to infiltrate the professional ranks, they will develop better interactive educational tools.

You make a really good point in your response to John's comment concerning the ineffectiveness of many interactivity tools utilized at museums. I wonder if the museum’s atmosphere and reputation cause some of those children to quickly ignore interactive tools at exhibits. Especially if we consider some characteristics attributed to the museum:

(a)
General opinions that a museum can have an elitist and stuffy milieu.

(b)
Taking a step back, the popular notion that school and educational activities are boring. Thus when children feel forced to learn something, like at a visit to a museum, they resist.

(c)
An increasing number of museums are becoming “Disneyfied”. In that they house exhibits that attempt to re-create the historical atmosphere and context of the time period or content presented. Without discussing the merits of this approach, I wonder if some children simply get caught up in the excitement that they don’t wish come back to the their everyday world where video games play a prominent role.

Or the tools are simply boring and outdated.

Jared

Hey Jeff,

I especially find interactivity crucial for the latest generation of students. Those of us born in 1980 or later have never experienced a world without video games. The action of interactivity between a screen and human has slowly become an innate activity. So it appears that younger students have learning styles and pleasure-triggers (I sound like a Psychologist) considerably different from previous generations. From this assertion I would assume that as this generation of gamers continues to infiltrate the professional ranks, they will develop better interactive educational tools.

You make a really good point in your response to John's comment concerning the ineffectiveness of many interactivity tools utilized at museums. I wonder if the museum’s atmosphere and reputation cause some of those children to quickly ignore interactive tools at exhibits. Especially if we consider some characteristics attributed to the museum:

(a)
General opinions that a museum can have an elitist and stuffy milieu.

(b)
Taking a step back, the popular notion that school and educational activities are boring. Thus when children feel forced to learn something, like at a visit to a museum, they resist.

(c)
An increasing number of museums are becoming “Disneyfied”. In that they house exhibits that attempt to re-create the historical atmosphere and context of the time period or content presented. Without discussing the merits of this approach, I wonder if some children simply get caught up in the excitement that they don’t wish come back to the their everyday world where video games play a prominent role.

Or the tools are simply boring and outdated.

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