Assignment 2 design
Problem description - Rick
Problem statement in short:
The University museum would like to develop a more interactive exhibition. They run into the problem that they have the exhibit but it is very dry. They would therefore like us to make the exhibit more interactive.
Objectives:
Creating an interactive experience for teams of students to test the knowledge of science and its role in everyday life. The winner will get a price of some sort. The objective of this is to have the children focussed on the exhibit and to have them not just browse but actively try to gather as much information for themselves.
The experience should be fun and exciting to fuel the competitive streak in the students. Maybe even containing some bonus questions that are a lot harder and require some out of the box thinking.
Target Audience:
The target audience is bovenbouw VWO and HAVO students
Constraints:
The constraints are mostly going to be the exhibit and the background knowledge of the students in question. While asking very straight forward questions that can be easily found could be fine, although it could also be demotivating for the students. While asking questions that rely on a lot of background knowledge could be fun questions they could do the same thing.
We need to find a balance in the questions and maybe have a mix of both to keep spirits high.
Protoype 1 - Goya
Prototype 2 - Iris
Prototype 3 - Lotte
Prototype:
escape room through the university museum – “Science in Groningen”
Global
idea: student go
through the museum exhibition in groups and answer questions along the way.
These questions can be answered by looking for clues in the museum, and by
finding out more about the important scientists. The students will go through
the exhibition following a certain story line, maybe in chronological order for
example, and they will be able to answer the next question when they get the
one before correct. If they get a question wrong, they will be able to go back
and look for the correct answer. The students will also be able to ask for a
number of hints, when the questions are too hard. The students can do this
using their phone. They will be able to scan QR codes in the museum that will
lead them to the questions (potentially in a fun online environment where a
scientists comes to life and explains somethings about the discovery they made)
or the objects in the museum are interactive when you scan them. At the end of
the exhibition, the students that got most answers right win something fun
related to the exhibition. The number of right answers are tracked in the
app/system the students use on their phones.
Story
idea: Scientists
need the help of the students to complete their discoveries, the story could be
that the scientists need to attend a certain ceremony but that their
discoveries are still missing some parts/the scientists have lost some parts.
The students need to find clues/use their imagination/knowledge that will help
the scientist complete their discoveries. The story could take place in
chronological order or in the order the exhibition is in the museum.
Materials
needed: students
with their phones (maybe headphones); using 1 phone per team so not all
students are constantly on their phones, the exhibition needs to be interactive
-> with QR codes for example
Questions: the answers to the questions can be
found in the museum and students have to find these, the type of questions
could be adapted the group of students visiting. Also the questions should be a
good mix both difficult and easy questions to keep the students engaged.
Examples:
-
The
discovery of the microscope by Zernike, the students could be asked to find the
missing part of the microscope for example; in this case in the app the
students would see a microscope with a missing part and the students have to
find out what part this is.
-
Questions
can also be about years when someone lived or made a discovery, which the
students will be able to find in the museum.
An idea of how it would look like is seen in the images below!
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