Engaging the brain in science exhibits

(Reposted from January 18, 2012)

Our brain demands we follow certain rules and processes, developed over evolutionary time, to make sense of information and keep us from being eaten by lions or wolves.

Researchers tell us that the brain essentially processes and files new knowledge in three steps: focus, comparison, and building relationships. Museums report that on average, a visitor spends 46 seconds at an interactive exhibit before moving on. If so, in the first few engaging seconds, any exhibit we create should force focus and then hit the other two steps in order.

According to a panel of experts smarter than me, one way is to start by asking the visitor a question. What do you want to know? How can we find out? What does it remind you of? At the root of each answer is a need to make sense of a problem or issue. Asking them, then, to compare the issue to something familiar forces the visitor to focus, but also recall information they already know, define parameters, and concentrate on two or more things at once.  To make sense of these comparisons, the brain is forced to establish relationships, which leads to developing concepts.  If “red” and “”yellow” are comparisons, “color” is the concept that develops. Concepts are not in this world (empirical). They are in our heads and are what differentiate us from that lion.

So, what are some practical tactics and applications of these ideas in exhibits? According to those same panel of experts:

— When we’re creating an exhibit, it’s not about cramming in the highest possible learning per square foot. People need “white space” as much in an exhibit as they do on the written or virtual page. That space gives people time to process.

— Slow people down; increase their linger time
— Provide a low buy-in threshold (low-hanging rewards), but let the visitor take the activity as high as it can go for them
— Honor existing social interactions between people (parents, co-workers, chaperones, docents, etc) who can help discuss comparisons and relationships. Also, allow for peripheral or group observation. Interaction with other people is key. There’s proof to the axiom that “all learning is social.”
— Create a collaborative, not competitive, environment
— Create experiences worth having and remembering: Stretch them and challenge them to learn something new.

— Learning is not terminal: we don’t stop learning at any time in our conscious lives. Think across generations!

Science myths

(Reposted from August 29, 2011)

So, I was listening to this science program on public radio last weekend and the social scientist being interviewed mentioned that technology development has always preceded science discovery. Having missed that concept in my science classes, I went Web surfing to determine if conventional wisdom supports this concept. The short answer: obviously the two are related and there are many examples to argue cause and effect in either direction.

However, during my search I ran across an interesting article titled “Quizzing Students on the Myths of Science,” posted by the National Science Teachers Association at: science.nsta.org/enewsletter/2006-07/tst0411_58.pdf

In the article, the two authors, Eugene Chiapetta and Thomas Koballa, present a quiz of 12 questions designed to spark some introspection about how we’ve come to see the nature of science.  Take the test and see how you do on it!

What does this have to do with exhibits?  We make underlying assumptions based on what we learned or remember when we design an exhibit. In exhibits for science audiences or about science, we draw on what we think is “scientific.” How we write our text or scripts, the learning objectives of our interactives, even the choices of exhibit subjects, all depend on a personal understanding of words and concepts such as “theory,” objectivity,” “cause-and-effect” relationships and the “scientific method.” How you answer the questions and the “arguments” you use to defend your answers may give you some insight into why YOU think an exhibit is interesting…or why it would be interesting to a visitor or guest.