3 resultados para Boring.

em Dalarna University College Electronic Archive


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The purpose of this evaluation is to develop a framework that will help in planning and implementing the mobile sport exhibition, increase visitor satisfaction and aid At Bristol in building successful exhibits. The evaluation mainly focuses on visitor interaction with exhibits. It is believed that learning does occur in science centres and museums. The evaluation will therefore find out if learning occurs in the Sports exhibition and if so, the nature of the learning outcomes. The evaluation also discusses advantages and disadvantages of travelling exhibitions and identifies the characteristics of good exhibits that form the basis of the framework.From the results, an indication is that children make the larger proportion of visitors to Sportastic. Their age ranges, under 10 and 10 to 15 years constituted 21% and 30% respectively. The three most enjoyed exhibits are the Sprint Challenge (running), BATAK (test your reaction and Hot Shots (football). Visitors say these exhibits are enjoyed because they are fun, competitive, entertaining, interactive and hands-on. Skateboard Challenge and Skeleton Bob are among the exhibits least enjoyed since they are reported to be boring and uncomfortable to use. The learning outcomes from the exhibits are; increased knowledge about balancing, reaction, pulse and strength.

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This is a study conducted at, and for, the National Museum of History in Stockholm. The aim of the study was to confirm or disconfirm the hypothesis that visitors in a traditional museum environment might not take part in interactivity in an interactive exhibition. And if they do the visitors might skip the texts and objects on display. To answer this and other questions a multiple method was used. Both non participant observations and exit interviews were conducted. After a description of the interactive exhibits, theory of knowledge and learning is presented before the gathered data is presented. All together 443 visitors were observed. In the observations the visitors were timed on how much time they spent in the room, the time spent on the interactivity, texts and objects. In the 40 interviews information about visitors’ participation in the interactivity was gathered. What interactivity the visitor found easiest, hardest, funniest and most boring.The result did not confirm the hypothesis. All kinds of visitors, children and adults, participated in the interactivities. The visitors took part in the texts and objects and the interactive exhibits.

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Young people now spend a longer and longer period of their lives at school then ever before. Not always because that they want to, but because society has nothing else to offer. The situation in many schools may also, in different aspects, be seen as highly problematic. Andersson (2001) has, for example, found in a large longitudinal study - The Life Project – that schools seem to be adapted to the needs of only a minority of the students - around 30%. On the other hand school is badly adjusted to the requirements of another 30 %. This group of students often find school meaningless, uninteresting and boring. For these students school is mostly a waste of time. In such circumstances, it seems natural that society has a responsibility to offer young people a meaningful time at school, both here and now and to prepare them for a future live as adults, not only as a part of the work force.As a part of departure I briefly describe the model that Antonovsky has developed and try to use it in a school context instead. I have here, of course, no possibility to make a deeper analysis of a complex problem such as this.In Antonovsky’s spirit, using a salutogenic perspective, instead of asking ourselves why do pupils fail or perhaps also not like being at school we have to ask, instead: What it is that makes pupils successful? From this background the purpose of this paper is to discuss some aspects of how pupils may use different strategies to handle their school situation in a proper way.