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Games and Cultural Spaces: Live Blog Notes from Games for Change

Amy Sample Ward

Trying to engaged the teen-to-twenty-something who normally may not use the research library. My focus is on how children learn science. Within our exhibitions, we have a focus on creating very dynamic, interactive opportunities. So, finding games and interactions that make it easy for people to engage with the information.

Game 140
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Guest Post by Nina Simon -- Self-Expression is Overrated: Better Constraints Make Better Participatory Experiences

Beth's Blog: How Nonprofits Can Use Social Media

I know this sounds strange coming from someone writing an admittedly self-expressive blog post, but hear me out. Would you design an interactive exhibit that only 1% of visitors would want to use? Does that sound like a fun and rewarding casual activity to you? Submitted by Nina Simon, publisher of Museum 2.0.

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Self-Expression is Overrated: Better Constraints Make Better Participatory Experiences

Museum 2.0

I know this sounds strange coming from someone writing an admittedly self-expressive blog post, but hear me out. Would you design an interactive exhibit that only 1% of visitors would want to use? Does that sound like a fun and rewarding casual activity to you? What if I assigned you to make a video of your ideas about justice?

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Games and Cultural Spaces: Live Blog Notes from Games for Change

NTEN

Trying to engaged the teen-to-twenty-something who normally may not use the research library. My focus is on how children learn science. Within our exhibitions, we have a focus on creating very dynamic, interactive opportunities. So, finding games and interactions that make it easy for people to engage with the information.

Game 52
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The Birth of a Field: Digital Media and Learning

Beth's Blog: How Nonprofits Can Use Social Media

MacArthur wants to know: How is digital media changing the way that children learn and develop and what are the implications? "We are in a moment of time where 57% of teens produce and share media. The design of media is for more activist and personal interaction. That sounds like me right now. NMC Flickr Photos.

Digital 50
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Designing Talkback Platforms for Different Dialogic Goals

Museum 2.0

This is the opposite situation of the previous design goal, one typical in science and children's museums. There was a wonderful example at the Ontario Science Center in their Hot Zone area, which features several voting and commenting kiosks popular with teens. What have you seen work well, and what have you seen fail?

Design 31
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17 Ways We Made our Exhibition Participatory

Museum 2.0

It was exhilarating to see them inspired to create their own meanings in response: lovers whispering together in alcoves, people of all ages writing and drawing on walls and post-its, children painting, everyone sitting rapt before screens. This post focuses on one aspect of the exhibition: its participatory and interactive elements.