How Does the Narrative Voice Contribute to Meaning Making in Immersive Museum Environments? By Jessica Lambert Photos authors own and (Visit Blaenavon 2013) Dissertation submitted in partial fulfilment of the requirements for the degree of MA in Museum Studies of University College London in 2013 UCL INSITUTE OF ARCHAEOLOGY Abstract Immersive environments are becoming increasingly popular in many forms of leisure activity. From restaurant dining to shopping, theme-parks to museums, immersion is seen as a key way to engage consumers and visitors. In museums, immersive environments can aid meaning-making through creating experiences and allowing the construction of the visitors own narrative. This thesis focuses on how the narrative voice contributes to meaningmaking in immersive museum environments. As part of this study, ten schoolchildren were taken to three case study museums: the SS Great Britain, the Roman Baths and the Big Pit. Through collecting and analysing data derived from personal meaning mapping, on-site observation and a group discussion, it was possible to evaluate the different ways in which these case studies presented the narrative voice. It was found that the narrative voice contributes by promoting different forms of engagement through its verbal, textual and physical presentations. Different forms of engagement allow the children to create their own meaning and the narrative provides structure for this process. However, it is important for them to control how and what they learn and have the opportunity to interact with and receive feedback from interactives, displays and most importantly other human beings. Contents List of Figures ...................................................................................................................... 3 Acknowledgements ........................................................................................................... 4 Chapter 1: Introduction ................................................................................................... 5 Chapter 2: Literature Review ......................................................................................... 7 Immersion: the ‘you-are-there’ experience ...................................................................... 7 Narrative: Structuring the Illusion ................................................................................................. 9 Meaning-Making .................................................................................................................................12 Chapter 3: Research Methods ...................................................................................... 15 Methodology ..............................................................................................................................................15 Methods .......................................................................................................................................................16 Sample .........................................................................................................................................................20 Research Ethics ........................................................................................................................................20 Chapter 4: Presentation of Case Studies ................................................................... 21 The SS Great Britain ...............................................................................................................................21 The Roman Baths.....................................................................................................................................22 The Big Pit ..................................................................................................................................................23 Chapter 5: Summary of Findings (for full findings see appendix 2) ............... 25 Personal Meaning Mapping .................................................................................................................25 The Lives of Historic People ...........................................................................................................25 Specialist/Technical Language versus the Wider Subject Area .......................................25 Natural Resources and Animals ....................................................................................................25 Further Categories .............................................................................................................................26 Onsite Observation .................................................................................................................................26 Aspects of the Museum .....................................................................................................................26 Interaction with Technology and Interactives ........................................................................27 1 Interaction with People Outside of Group ................................................................................28 Role Play .................................................................................................................................................28 Outside References ............................................................................................................................29 Group Interview .......................................................................................................................................29 Technology and Guides ....................................................................................................................29 Museum Set-up and Experience....................................................................................................30 “It was how people lived” ................................................................................................................30 Narrative and Themes ......................................................................................................................31 Chapter 6: Discussion ..................................................................................................... 32 Presentation of the Narrative Voice and Meaning-Making .....................................................32 Engagements Encouraged By Narrative Voice.............................................................................34 Technology and the Visitor Experience ..........................................................................................35 Chapter 7: Conclusion ..................................................................................................... 38 Bibliography ...................................................................................................................... 40 Appendix 1: Figures 3- 20 .............................................................................................. 43 Appendix 2: Presentation of Findings ....................................................................... 54 Meaning Making Table ..........................................................................................................................54 Transcript of Group Discussion .........................................................................................................55 Full Findings ..............................................................................................................................................72 Personal Meaning Mapping ............................................................................................................72 Onsite Observation.............................................................................................................................76 Group Interview ..................................................................................................................................82 Appendix 3: Glossary......................................................................................................86 2 List of Figures All figures, except figures 1 and 2, are found in Appendix 1. Figure 1: Table showing the alignment between research questions and methods....16 Figure 2: Diagram showing the categories the data is organised into...............................17 Figure 3: Photo of the SS Great Britain from website...............................................................43 Figure 4: Map of interior of the SS Great Britain from guide book......................................44 Figure 5: Photo of luggage piled outside SS Great Britain.......................................................45 Figure 6: Photo of the poster explaining the SS Great Britain audio-guides...................45 Figure 7: Map of the Roman Baths from guide book..................................................................46 Figure 8: Photos showing banners at entrance of Roman Baths..........................................47 Figure 9: Photo of costumed actor at the Roman Baths...........................................................47 Figure 10: Photo of the projected characters at the Roman Baths......................................48 Figure 11: Photo of the reconstructed Roman Baths shown on screen............................48 Figure 12: Map of the Big Pit site from leaflet..............................................................................49 Figure 13: Photo of the virtual mining gallery.............................................................................50 Figure 14: Photo of the virtual mining gallery and virtual miner........................................50 Figure 15: Graph showing mentions of people on meaning maps......................................51 Figure 16: Graph showing use of specialist/technical language on meaning maps.....51 Figure 17: Graph showing references to wider subject knowledge on meaning map.............52 Figure 18: Photos showing handsets used at SS Great Britain and Roman Baths........52 Figure 19: Photo showing the ship simulator at the SS Great Britain...............................53 Figure 20: Photo showing pulley interactive at Roman Baths.............................................53 3 Acknowledgements I would like to thank the following people for all their help and support during this project: The Parents, Pupils and Teachers of St Josephs RC Primary School and St Mary’s RC High School The Staff and Volunteers at the SS Great Britain, Roman Baths and Big Pit National Coal Museum Dr Theano Moussouri Dr Paul Basu David Francis Mr and Mrs Lambert 4 Introduction Immersion is not a new concept. Since the earliest times humans have utilised literary and artistic devices to engross and awe others to such an extent that they seem to leave reality (Lorentz-2006). Today we find this escapism in novels, theatre, cinema, television and even in our own thoughts. Businesses are also using this idea of immersion to chase profit, offering experiences that differ from normal life and can completely absorb the customer (Pine and Gilmore-2011-ix). Theme parks such as Disneyworld allow the visitor to become part of a different world, part of their own fairy tale populated by fictional characters brought to life. Even some museums and heritage sites have taken up the gauntlet. Houses owned by the National Trust often offer a glimpse into the past allowing the visitor to waft through Georgian dining rooms and parade in Medieval courts. Some museums go further, offering a reconstructed environment in which the visitor is not only presented with a scene from the past but with an environment they can interact with, participate in and be absorbed by. This type of immersive museum environment is the focus for this dissertation. This dissertation aims to examine how children aged between 9 and 12 years construct meaning within immersive environments. In particular I will focus on the narrative voice as I feel that it is the story which drives the immersive environment. Using three case studies: the SS Great Britain, The Big Pit and the Roman Baths, I aim to discover whether the presentation of the story through human actors or technology has an effect on children’s meaning making and experience within the space. Will a human actor allow the children to engage more emotionally with the story than a recorded voice on a handset? Does the presence of technology cut down the amount of social interaction between group members? Through onsite-observation, personal meaning mapping and group discussion, I hope to provide at least partial answers to these questions. This paper will begin with a literature review in which literature from the disciplines of museum studies, heritage and cultural studies, narrative theory, design and economics will be consulted to define the key terms of immersion, narrative and meaning-making. This part will form the theoretical basis for the rest of this research project. The research that was carried out as part of this project will then be explained 5 and the data that was collected in relation to three research questions discussed. I will conclude with what can be summarised from the results and whether this reinforces our original theories and any other significant implications. 6 Literature Review Immersion: Immersion: the ‘youyou-areare-there’ there’ experience The beginning of this dissertation mentioned immersion as the feeling of transcending reality. The dictionary definition reiterates this, defining immersion as “to engage deeply, to engross… deep absorption or involvement” (Brookes I-2006-744). Bitgood (1990-283) explains that in relation to an exhibition, “the term [immersion] might be described as the experience of feeling engrossed, absorbed or deeply involved… to make the visitor feel transposed to a particular time and place”. This transposition is emphasised by Griffiths (2008-2), who describes immersion as “the sensation of entering a space that immediately identifies itself as somehow separate from the world and that… [allows] a more bodily participation in the experience”, and by Heim (1998-17) who simply states “immersion is the you-are-there experience”. Kirshenblatt-Gimblett goes further describing immersion “in a world other than one’s own [as] a form of transport” (1998-132). She holds that museums have, since their inception, “served as surrogates for travel” allowing visitors to gaze upon times and places otherwise out of reach. Also Lorentz (2006), Griffiths (2008) and Henning (2006) among others comment that immersive techniques have been used to produce this feeling of travel within museums from the 19th century, most notably in the use of natural history and ethnographic dioramas. The use of reconstructed environments can therefore be seen as a natural progression in display design. Bitgood (1990-284) is able to split immersive experiences into five types that may appear in a museum exhibition; interactive immersion that usually relates to computers and provides feedback to the user, media immersion which entails becoming deeply absorbed in an audio-visual experience such as a 3-D film but does not provide feedback, aesthetic immersion which involves being engrossed in artwork or beauty, dramatic immersion such as becoming involved in a play or other theatrical experience and lastly simulated immersion where an illusion of time and place is attempted through reconstruction. This last type of immersive experience is what we will be dealing with in this paper as it is deliberately constructed by the museum to bring the past back to life in a way that can be explored physically. 7 Lorentz (2006-6, 45), in her thesis, brings together the work of Bitgood (1990) and Biocca and Delaney (1995) and provides us with a useful set of principles with which we can identify a simulated immersive environment. They are formed of three premises (in bold) and five ‘desirable settings’ (which do not all have to be present): 1. An immersive environment is a multi-sensory experience that combines with the physical space to create a feeling of being transported. 2. The visitor can receive environmental feedback from interactive activities related to the space. 3. Information is provided or delivered to the visitor in several ways i.e. textual, visual, audio etc. 4. Participants are chosen selectively for admission. 5. There is a threshold experience that creates a bridge between the outside and simulated world that the visitor must pass through. 6. Structure is provided by narrative content or thematic presentation. This structure will help stimulate the imagination. 7. Added components do not necessarily have to be realistic but do need to support the narrative. They do not need to involve ‘high technology’. 8. The experience is “finite”, letting the visitor return to reality. Lorentz’s characteristics show some similarities to Bitgood’s yet provide a more detailed way to identify an immersive environment from a non-immersive museum display. We will look for these features within the case studies (see chapter 4). But why even bother with immersive environments at all? In his paper entitled ‘There is Nothing Virtual about Immersion’, Brooke’s (n.d.-15) states; “we are always immersed in something, whether it is a narrative, a form of media or just our own thought process”. In other words, if it focuses your attention you are essentially immersed. Therefore, if viewing a piece of art or our own imaginations can immerse us why go through all the trouble and expense of creating a simulated environment? The economists Pine and Gilmore would argue that creating immersive environments in which people can have an ‘experience’ (which for them means to “connect in a personal, memorable” and engaging way) will “foster economic growth” (2011-ix, 5). At this time of funding cuts and increased pressure on the sector, environments that create an 8 experience could allow museums to compete with other leisure activities that vie for the public’s time and money. Kirshenblatt–Gimblett (1998-138) also holds that a shift towards experience shows a museums shift towards its visitors, and as experience becomes more prolific in other sectors, museums must keep up. However, ‘experience’ is notoriously “ephemeral” (Heim-1998-19; Hein, H-2000-85). It is subjective which makes it hard to judge and it is difficult to pinpoint exactly what the visitor enjoyed. It can also be argued that museums of all types, involving an immersive environment or not, produce experiences which are just as valuable. But perhaps experiences produced in an immersive environment are valuable in a different way from other museum displays? They allow “holistic engagement” with the display rather than “distanced contemplation” (Hein, H,-2000-80). Through reconstruction they allow the ‘process of looking’ to become interesting again through the ability to interact (Spalding-2006-65). In a romantic sense they allow the past to live again. Yet there are also issues here. Through ‘bringing history back to life”, the museum is attempting to present the display as a “slice of life, lifted from the everyday worlds and inserted in the museum” (Kirshenblatt-Gimblett-1998-20). It presents the museum as neutral and neglects to reveal historical process, instead presenting a “reality effect” (Lumley-1988-12; Kirshenblatt-Gimblett-1998-4). Cultures are presented as “coherent wholes” which may not be entirely true. To produce this ‘illusion of coherence”, parts of the display must be filled in to produce the feeling of being really back in time (Henning-2006-44). In essence, the ‘history’ a museum creates is a lie, presented as fact. In trying to emulate the success of theme parks, museums may turn away from education in favour of entertainment (Spalding-2006-63). Theme parks are there to entertain. They can create fictional characters and displays but museums must always have some grounding in fact (Hein, H-2000-83). Narrative: Structuring the Illusion In Lorentz’s characteristics narrative structure is considered a desirable factor (2006-45) but I propose that narrative should be a premise of immersive museum environments. All museums tell a story even if it is not always obvious. Most tell more than one. An immersive environment is no different. In fact, narrative may be more important to an immersive environment as it produces the ‘illusion of coherence’ 9 previously mentioned. In order to fill the gaps left in the historical record, a narrative is formed which structures the environment, bringing together the space and material in a coherent manner so that the audience understands the story presented to them. But what does the term narrative actually mean? At its simplest narrative can be described as a “form of sequential structuring”; a story described in the order in which events occur (Skolnick-2012-105; Lorentz-2006-95). Although simple, this definition succinctly describes the fundamental characteristic of narrative which Brooks (1984314) terms “temporal inter-relation”. Narrative, at its root, is an organisational structure which helps us recognise patterns and consequences and come to “terms with time, process, and change” (Herman-2007-3; Brooks-1984). In other words it is an organisational structure that helps us understand and create meaning. Narrative works as a “real construct to order… thoughts, memories and sensory responses to a space, event and daily life” and fit them into the perceptions we hold of ourselves and the world around us (Lorentz-2006-96; Macleod-2012-xxi). We use it to create a “coherent story of our lives and our history” and thus construct our identity (Austin-2012-107; Roberts-1997-132). Within a museum, several different narratives will be presented and considered. First is the story that the museum wants to tell, the event(s) that the institution wants to focus on. This is what Hooper Greenhill refers to as the “master narrative”and will usually be presented through the omniscient narrator. Secondly are the narratives that the objects can tell. Here the museum must decide what to emphasise to create a coherent master narrative. Lastly are the narratives that people bring to the museum whether they are the historical people, curators, designers or visitors (Falk and Dierking (2000-108) term the visitors narrative as the entrance narrative). Within an exhibition all these narratives will interact and produce meaning for the audience. We can therefore describe a museum as a “narrative environment” (Macleod-2012). This entails that narrative is presented and enacted within a three-dimensional space which in turn requires the narrative to have a “potentially free-flowing temporal sequence” (Macleod2012-xxi). Unlike the linear narrative of a book, visitors to a museum can be selective as they physically move through the exhibition, being drawn to some displays and ignoring others (Lorentz-2006-102). The master narrative must still make sense to each visitor even if they do not take in every display. Consequently the museum will deliver the 10 narrative in several ways; textual, visual and, more recently, verbal (Lorentz-2006-102; Hourston-Hanks-2012-21). Textual and verbal delivery is usually more direct, communicating specific content whereas visual delivery will support the narrative and guide the visitor through “spatial dimensions and sightlines,… forms, colour, light, material” and other aspects of the physical space. Verbal delivery, such as through guides or audio, is often presented as a personality that guides the visitor through the exhibition. It may be a single omniscient narrator , utilising the master narrative, or a collection of voices giving different points of view and explaining different events. However it is presented, the use of voice to present the narrative makes the content more immediate, accessible and fits into an aural tradition which we, as humans, are familiar and comfortable with (Lorentz-2006-104; Brooks-1984-3). The delivery of the narrative in our specific examples will be examined later. Lorentz (2006-108-9) provides a framework to identify the use of narrative within the design of an immersive environment. She identifies three primary structural/ambient devices that provide the exhibition with a beginning, middle and an end: 1. The threshold experience: a “transitional space through which to enter… [that will] provide a visual cue to the expected experience” (Lorentz-2006108). 2. Counter point or climax: the visitor “experiences an ambient or environmental change, which is not the same as the experience before or after it” (Lorentz-2006-108). This will be subliminal rather than overt. 3. Resolution or natural conclusion Hourston Hanks (2012-27) describes this as a ‘performance sequence’ as the museum experience should unfold in a similar way to a drama. Further attributes of narrative that should be presented in an immersive museum environment are identified by Brookes (n.d). While Lorentz framework focuses on the spaces design, Brookes’ attributes are story-telling devices (n.d.-5-7): 1. Time: This may be the real time in which the visit happens or narrative time which is how time unfolds within the narrative 11 2. Context and Space: this is the space in which the story happens both in reality and in the narrative. For our case studies, these are the same. 3. Participation: the best stories will encourage physical and mental participation and recognises the connection between teller and audience These six factors from Lorentz (2006) and Brookes (n.d.) show how the narrative can be identified in both the space design and content. Most are covered by the characteristics of an immersive environment and thus will be applied to the case studies in chapter 4. It has become apparent in the discussion so far that narrative is a “human construct” (Macleod-2012; Herman-2007-3). As a ‘human construct’, it is often subjective and open to “bias and distortion” (Macleod-2012-xxiii). To combat this, museums must move away from imposing a single macro narrative, an over-arching topdown approach and integrate micro narratives that give different accounts and views about the same events, allowing audiences to come into contact with a variety of opinions from a variety of people (Macleod-2012; Hourston Hanks-2012; Roberts1997). Furthermore the subjectiveness of narrative brings in similar criticisms that can be leveled at the idea of experience. Each individual narrative will be different. How then can we evaluate “one world against another” (Roberts-1997-133)? What if the narrative that is created by the visitor is not in accord with “those being projected and actualised by the institution” (Kidd-2012-81)? These criticisms should be resolved through the application of constructivism as explained in the next section. Meaning-Making The last term that needs clarification within this literature review is ‘meaningmaking’. In the late 1990’s there was a shift from seeing audiences as passive receivers of knowledge from the museum to seeing visitors as constructing their own personal meaning influenced by prior knowledge, their social groups and communities and their individual experiences, attitudes, knowledge, ideas and values (Hooper-Greenhill-199911). In other words, education in museums became less about teaching visitors and more about “visitors using museums in ways that are personally significant to them” (Roberts-1997-132). The theory that underpins this view is known as constructivism 12 which also states that the learner must be an active participant in their learning and that the “conclusions reached by the visitor” do not need to be validated against any external truths (Hein, G-1998-34). The term meaning making was introduced (as opposed to the term learning) to recognise that all people construct knowledge differently and can learn different things in the same space (Roberts-1997). It is the personal process of “explaining and interpreting the world to ourselves and others” (Hooper-Greenhill1999-12). However, as the term learning is still widely recognised it will still be used in this essay but to refer to the individual process of meaning making. In recognising that each visitor will construct their own meaning, the role of museums has begun to change to that of the ‘facilitator’ for the meaning-making process (Silverman-2013). Immersive environments could be considered as part of this change as they allow the active engagement prioritised by constructivism, focus on visitor experience and allow the visitor to pursue their own interests. In addition they allow social interaction between visitors which is a primary way that we make meaning and consolidate knowledge; “what is talked about is remembered and what is remembered is learnt” (Perry-2012-17). Narrative also aids the process of meaning-making by allowing the visitor to create memory, structure knowledge and organise, interpret and predict the world (Falk-and-Dierking-2000-49). Furthermore it is an important way in which sociocultural information is shared and meaning and significance is given to events (Falk-and-Dierking-2000-49). It has been demonstrated by cognitive research that “people can mentally organise information effectively if it is recounted to them in a story (Falk-and-Dierking-2000-107). Therefore, narrative is a mechanism for meaning making. Constructivism is an educational theory and describes one view about how knowledge is constructed (other theories include discovery learning, didactic learning and stimulus response) (Hein, G 1998). But though it describes how we make meaning, we have not yet looked at how we can evaluate this in a museum context. Due to the subjectivity of meaning making, the main way to explore the success of an exhibition is by seeing what the visitors have to say about it. This may be through interviews, listening to conversations that take place within the space or through personal meaning mapping. By the “aggregation of individual learning experiences” through the MLA 13 generic learning outcomes, we can get an idea of the overall impact of an exhibition (Hooper Greenhill). These are methods that are used in this essay and will be described in more detail later. 14 Research Methods Methodology This research project will use a qualitative research approach as opposed to a quantitative one. Qualitative research allows a better understanding of particular phenomena within a particular group of people (Diamond et al. 2009) and is well suited to this project. It dictates that the majority of questions are open-ended and allow a more narrative and in-depth response so that a few visitor perspectives can be understood very well. However, the small sample of a qualitative approach leaves this approach open to criticism. Is it legitimate to draw broader conclusions from a few people’s opinions? Perhaps not but if the sample is carefully and fairly selected and several studies are carried out, qualitative research provides a deeper understanding of what the visitor thinks, feels and how they construct meaning from an exhibition. The qualitative data for this project will be generated through a case study approach. This is where a small number of cases are studied in detail using appropriate methods (Silverman-2013-142). An effort must be made to maintain the ‘integrity’ of the case which is being studied (Silverman-2013-142). Again, there is a focus on a small example to the exclusion of others and as such is only useful to that institution. However, through cross-referencing several cases, it can be broadly concluded what will work with particular visitors. Coupled with the case study approach, the methodology for this project will be grounded theory, a general and flexible methodology for “developing theory that is grounded in data systematically gathered and analysed” (Strauss-and-Corbin-1994-273; Silverman 2011). Grounded theory, also known as the constant comparison method, allows theory to be developed in tandem with data through constant comparisons and systematically coding data into related categories (Strauss-and-Corbin-1994), helping researchers link the data they have collected (Silverman 2011; Strauss and Corbin1994). But due to its flexible approach it can mean that people with the same data may generate different conclusions due to their own personal approach (Chamaz 2006; Kelle 2007). This can be partly negated if the researcher stringently outlines their research questions and methods but it must be remembered that no research will be completely 15 free from the subjectivity of the researcher as it is through their interests that the project is driven. Methods The first part and perhaps most important part of this research project was putting together three key research questions which would drive this study and limit the area of research. These can be seen in the first column on table 1. Once these research questions were in place, tools had to be designed that would collect relevant data. It was decided that the best methods would be observation within the space, personal meaning mapping and group interview. Observation and personal meaning mapping allow an insight into personal meaning-making and the group interview allows the children to self-report about what they have learnt and gives the opportunity to more deeply understand what was written in the personal meaning mapping and observed in the space and combat the subjectivity of the observation (Adler-and-Adler-1994-381). Once ethical approval was obtained for this study a group of ten children from two schools were taken on two day trips to three museums. The first day trip was to the SS Great Britain in Bristol and the Roman Baths in Bath. At the beginning of each visit the children were given a piece of paper with one word on it relevant to the case study, i.e. ships, Romans and mining. They were asked to write down what the word meant to them and what it made them think about. The sheets were collected and then redistributed at the end of the visit. To ensure that each child received their sheet back, each was given a code number so that their names would not appear on the sheets. The children were again asked what the word meant to them to see if the visit had generated more meanings for them. During the visits themselves the children’s behaviour was observed. A key principle of observation is non-interventionism and as such I witnessed the children’s behaviour but did not interact with them (Adler-and-Adler-1994-378). The categories of observation can also be seen in table 1. The group was usually quite cohesive but when they did split into smaller groups, I chose one with two or three members to focus on. On the second day was the visit to the Big Pit and then the group returned to the school and took part in a filmed group discussion. It was decided to interview the children together to save time but also to allow them to drive the conversation. This did mean that the children may be more likely to conform to eachother’s ideas but it did create interesting conversation. 16 Once collected, the data was analysed. After a first attempt at coding the data as a whole, it was decided to code it within the method collected as the categories seemed to lose meaning if done as a whole. The categories can be seen in figure 2. As can be seen, there are several key themes such as museum experience, technology and people’s lives which are present in all data sets. Once coded, all information could be cross-referenced to bring out the major themes and answers to the research questions. These are discussed in chapter 6. 17 Figure 1: Alignment Table for Research Questions and Tools. Research Questions Tools (Bold text 1. How does the presentation of the narrative voice in immersive environments contribute/facilitate meaningmaking for school aged children? shows principle method) Personal Meaning Mapping Observation Group Interview 2. What types of engagement are encouraged by the presentation of the narrative voice? Personal Meaning Mapping Observation Group Interview 3. How does the use of technology in immersive environments affect the visitor experience? Personal Meaning Mapping Observation Group Interview Interview Questions Observation Categories • Did you think there was a story being told? Can Interaction with environment and you explain it to me? Do you think there was a others in space beginning, middle, end, characters etc.? • Do the visitors use other senses • Who tells the story? What part did you play? besides seeing? What do you think it would be like to be on a • Do the visitors take participate ship/down a mine/a Roman? in the environment? • What did you like most/least about this • How do the visitors react to the museum? space? • Did you talk to the characters and were they Interaction with environment and helpful? Which characters did you like best? others in the space • What did you have a go at? What else? • Do the visitors talk to each other or museum workers? Do the museum workers prompt use of other things in the space? • Does interaction with other visitors encourage use of space? Interaction with technology • What did you think about the handsets? Did you like them? Why/why not? • Does the virtual tour/real-life • Which character showed you round the SS tour hold the children’s Great Britain? Did they help you with the attention? subject? • When the visitors use audio • Ask to compare real-life and virtual tour at Big guides do they still interact with Pit. each other and the • What was your favourite character at the environment? Roman Baths? What did you think of having • Do the audio guides hold more than one character? attention? 18 Figure 2: Diagram showing the categories to code the data. Dashed lines indicate links across the types of data collected. 19 Sample Due to the qualitative approach, the sample for this research project consisted of ten children between the ages of 9 and 13 years. The group was selected by the head teacher and was divided between five girls and five boys and five primary and five secondary school pupils. Only one child had visited one of the museums before. No additional data was collected about the children’s backgrounds as this was felt to be not directly relevant to this project. Research Ethics As the project involved working with children it was necessary to apply to the UCL Research Ethics Committee for permission to carry out this project and to submit a Risk Assessment form. As part of the Ethics Committee approval, permission was needed from the institutions that were taking part (both the schools and the museums) and consent had to be sought from the children and their parents. On several occasions their right to withdraw from the project at any time was emphasised and the data collected and exhibited within this project was sent out for approval to the families. All children took part voluntarily and were fully informed about the project and research methods before the study took place. The children’s real names were not used within the study or this document to preserve anonymity. This project conforms in all ways with UCL Research Ethics and obtained committee consent. 20 Presentation of Case Studies Each case study was chosen as they demonstrate the different ways narrative voice may be presented within an immersive environment. I will now describe these three case studies, focussing on what makes them immersive and how the narrative voice is presented in each of them. The SS Great Britain Brunel’s SS Great Britain is situated on the Dockside in Bristol. Throughout her life she took on many guises from a luxury ocean liner, to an emigrant steam clipper, to a cargo ship before being salvaged and transformed into the accredited museum you see today (SS-Great-Britain-Trust-2006). She rests in a dry dock and has been restored to how she would have looked in 1845 (see figure 3 and 4). Visitors have access to three decks and the exterior of the ship in the dry dock (in which she was built), can learn about how she was preserved and explore the museum which takes the visitor back in time and through the ships many incarnations. Through its advertisements the visitor is encouraged to “experience the sights, sounds and smells” and “step back in time through scenes so life-like you will feel like you are intruding” (SS Great Britain Trust 2012). Already we can identify the first of Lorentz’ premises for an immersive environment, i.e. ‘a multi-sensory experience’ combined with a physical space. As well as walking through the reconstructed Victorian ship, different rooms are imbued with smells from baking bread to vomit. Rooms have their own soundtrack whether it’s the music of the first class dining rooms, the musings of the chef or the irate man who keeps having his toilet session interrupted and is populated by models of people throughout. The audio guides encourage visitors to look and listen. The second premise is fulfilled by the ability to touch the displays on the boat and within the dockside museum through the interactives. The third premise is fulfilled through labels in the museum and audio-guides on the boat itself. The SS Great Britain also adheres to all five desirable settings as admission is ticketed and the experience is finite. A threshold experience is produced 21 through the dockside museum which begins with the most recent history of the ship and leads the visitor back in time before leading them on deck. Furthermore, the way the dock is presented may constitute a threshold experience as it is set up as if one was boarding the ship ready for a luxury cruise with the food and luggage waiting to be loaded (see figure 5). This is also an added component that supports the narrative presented onboard. The narrative here, as mentioned, is mainly presented through the audio guides. Once the visitor has passed through the dockside museum and onto the deck of the ship they are able to choose a character to guide them round the ship through a handheld ‘audio-companion’ (see figure 6). The characters are a first class passenger, a third class passenger, Sinbad the ship’s cat (primarily for children) and a maritime archaeologist. This use of audio companions was the primary reason that this example was chosen as a case study. The ship is presented as frozen in time with models in the process of various activities and the voice of your chosen character explaining different aspects of the ship and life on-board. The different recordings are triggered by simply walking around the ship. This provides a strong narrative throughout the experience and allows members of the same group to access different narratives from each other. Will this encourage or prevent conversation? How do the children react to the reconstruction and models? This we shall discover later. The Roman Baths In the centre of Bath we find the Roman Baths (see figure 7). Entering through the Georgian facade (Bird and Cunliffe 2006) the visitor is immediately greeted with signs inviting them to meet the Romans (see figure 8). After wandering through the museum which exhibits artefacts that have been found in the area and reconstructs certain elements of the bath as they would have been with projected characters wandering around the walls, the visitor gets to explore the actual Roman remains of Aquae Sulis. The Roman Baths adhere to all the premises and characteristics prescribed by Lorentz (2006). The threshold experience is again created through a museum which also provides reconstructions of the space. Admission is ticketed, the experience finite and information is provided to the visitor 22 through text and audio-guides. How it differs is that the Baths themselves are not reconstructed but remain how the archaeologists found them. Rather than models of people, there are costumed characters who wander around the Baths and interact with the visitors (see figure 9). Museum workers also wander around with objects for visitors to handle. As well as the audio-guides, the multisensory dimension is provided through being able to smell and taste the bath water and perfumes that would have been used. Added components include projections of characters and video reconstructions of what different rooms would have looked like (see figures 10 and 11). Environmental feedback is provided through quizzes, interactive touch-screens and less ‘high tech’ interactives. The narrative is again mainly presented through the handheld audioguides which work by putting in numbers displayed around the museum. Three types of commentary were available; an adult guide, a child’s guide and a guide from the travel writer Bill Bryson. The children’s guide includes a narrator and Roman characters such as a boy who works at the Baths and a slave girl who serves a high class lady. This case study was chosen because it uses audio guides to bring the Baths to life but does not use the reconstructed element that the SS Great Britain does and includes actors who visitors can interact with. The Big Pit The Big Pit: National Coal Museum (see figure 12) tells the history of the Welsh coal fields and what life was like as part of a mining community. It was opened as a museum in 1983 after it was closed down as a production coalmine in 1980 (Ford et al 2005). The museum is spread over a hill side and includes several buildings that house exhibitions on coal and the life of the miners, the mining galleries which give a simulated impression of what it would have been like working down a mine with a virtual miner guide (see figures 13 and 14), the pit head baths which were the actual showers used by the miners when they emerged from the pit and lastly the pit itself through which underground tours are run by ex-miners throughout the day. 23 The museum was the only free museum out of the case studies though one did have to book to go down the mine itself adding a form of selection. Going down into the actual pit created the multi-sensory experience as you could feel what it would have been like for miners. The virtual guide in the miner’s gallery provided a sound aspect with machinery noises and explosions. Within the museum space children could interact with screens and other interactions such as experimenting with different lights to see which was most efficient down a mine. Added components and threshold experience are provided by the preserved associated buildings. The experience is finite and information is provided by text and tour guides. The Big Pit was chosen as it provides a good comparison case study to the SS Great Britain and the Roman Baths as rather than the audio-guide it has opted for real-life tour guides and a virtual miner who is presented on video screens. How does this compare to having an audio-guide? How does the simulated environment compare to the real one? Hopefully the results will provide some answers. 24 Summary of Findings (for full findings see appendix 2) Personal Meaning Mapping The data presented here is from a total of 28 meaning maps as one child was absent on one trip day. When analysed it was found the data fitted into eight broad categories which are used to organise the data here. The Lives of Historic People People, their lives and jobs was quite a popular topic on the meaning maps, especially after the visits as figure 15 shows. Before the visits up to four children mentioned something in this category i.e. ‘pirates’, ‘clever’, ‘dangerous’ work conditions. After the SS Great Britain and Big Pit trips, the amount of children referencing this category increased with mentions of jobs, class differentiation and experience on board and down the mine. After the Bath trip there was a decrease. Specialist/Technical Language versus the Wider Subject Area Although mentions of people are made most consistently by the children, the most singular reference from each mind-map is concerned with specialist/technical language. Figure 16 shows that after the visits, more children were using this kind of language by referring to different types of ship, parts of and equipment on a boat or down a mine, aspects of the Bath and architectural features. However, figure 17 shows that references to the wider subject decrease, apart from at the Big Pit. This is especially true of the Baths where the military, battles and Roman emperors are mentioned before but not after. Natural Resources and Animals Natural resources were only mentioned in Romans and Mining. For the Baths it is after the trip that children mention them whereas there is a balance before and after for the Big Pit (this is connected to the game Minecraft which is mentioned by all but one child). 25 Animals were popular especially after the Big Pit visit, one child mentioning horses three separate times. The SS Great Britain also created a link to animals whereas the Romans only have one mention of elephants before the visit. Further Categories Predictably, references to the museum experience are only made after the visits and range widely from mentions of an activity, the museum environment to ice-cream. As previously mentioned, most outside references at the Big Pit centred on Minecraft with one mention of a sinking ship game in relation to shipping. Most personal judgements were made at the Roman Baths by giving the Romans the traits (i.e. sophisticated, clever, posh) though one judged ships as boring after their visit. Onsite Observation The behaviour and conversation that took place in the three museums can broadly be separated into the five categories below. All interactions, unless otherwise stated, are between children in the group. The names used in this section are not the children’s real names to maintain anonymity. Aspects of the Museum Much of the conversation in the museums unsurprisingly focussed on the museums environment and the contents, and most were simple observational statements i.e. “it’s a massive ship”, “it’s cold” and “he just fell in”. Occasionally these become small conversations or discussions such as what does SS mean. On the SS Great Britain, where most discussion took place, a lot of the questions were directed to the teachers such as “Which way do the propellers go?” and “Why is it cooler on the lower decks”. When not on the tour, questions were also asked of the teachers at the Big Pit such as “Is that coal?” and “If I die, how much paperwork do you fill in?” Some of the talk on the SS Great Britain also revolved around immersive factors such as the ‘scary’ mannequins and laughter at the cow mooing. Smell 26 was noticed with several protests of “eww gross” and “it’s stinky”. Opening the toilet door and getting a cross response was a favourite activity though not being able to play with the chess set was considered “lame”. Other interactions in the spaces included lots of photography and touching walls and objects, such as the exterior of the ship or coal seams in the mine. Others included stating intentions or instructions i.e. “let’s go to the lower decks” and reactions and opinions to the spaces as “nice”, “lovely” and “scary”. Interaction with Technology and Interactives Technology was a major talking point within the SS Great Britain and Roman Baths due to the audio guides (see figure 18). When presented with the handsets at both museums, the children immediately started using them and noticeably quietened. Any talk was focussed on the handsets such as “which bit are you on?” and “mine’s not working”. While walking around the museums the children would usually stop to listen and look around the rooms picking out the key elements from the audio guides. At the SS Great Britain, some children got agitated by not being able to follow the number order and having to listen to the same clips again. Eventually they started using them less and talked to each other more. At the Roman Baths, the children listened to the handsets more and interacted less. Conversation was usually about clip numbers i.e. “Have you done 105?” and “Go to 26, its well good”. There were also quizzes on the handsets which generated some competition. However there was some annoyance expressed at not being able to listen to all the audio: “we’re missing so many” and some children decided it would be more fun to try and change the languages. Other interactives varied in effectiveness. The ship simulator at the SS Great Britain (see figure 19) was successful with the children working together to find the sunset on the video screen for five minutes. Touch screens at the Roman Baths and Big Pit were fiddled with but disregarded if there was no quiz. Videos held attention better, the virtual miner even receiving a round of applause. The less ‘high tech’ interactives, such as the Roman Baths pulley 27 system (see figure 20), the Big Pits ‘Let there be Light’ and the SS Great Britain’s bell were particular favourites. Interaction with People Outside of Group The children never interacted with the other visitors in the museum space. Interaction with people outside of the group only happened when there was museum staff or to engage with. At the Big Pit this was in the form of guides all of whom were ex-miners. The most interaction was with the underground tour guide who the children listened to and asked questions of including “have any of the roofs collapsed?” Eventually the children ended up sharing jokes with him. The Roman Baths supplied two encounters with staff. The first was with an education officer with mosaic tiles to handle, where they were asked “what do you think these are”. The entire group crowded round and were attentive. The second was with a costumed character who explained Roman make-up and perfume and offered vials round to smell and identify. Role Play The most interesting behaviour was role-play and took place at the SS Great Britain and Big Pit. First came the dress-up in the dockside museum where the children posed for photos with talk such as “I’m the captain”. Later in the dining room, no longer in fancy dress, a group assumed their 1st class passenger characters and pretended to have dinner, telling other group members “you’re not first class, get out of here “ and offering the fake pig head up for consumption to which the reply was “no, I think I will have the vegetarian option”. In the kitchen, Michael also pretended to eat the fake bread. At the Big Pit, the children used the text in the Pithead Baths to assume characters and read about their lives. This was particularly effective, the children noticeably quieting and Fiona saying “they had sad tragic lives. I wouldn’t want to be a miner. A more light-hearted moment came when they found a tunnel to crawl through which had audio playing to simulate a mine. Fifteen minutes was spent here, the children roaring and sneaking up on each other and Alice exclaiming “we’re going mining” before disappearing. 28 Outside References In some instances the children made connections with things from their lives including Minecraft at the Big Pit and once at the SS Great Britain. On the SS Great Britain, Elizabeth proclaimed “I’m Harry Potter, I’m under the stairs”, Michael asked “can we go in all the rooms now – like a SWAT team in America” and Fiona was asked if she played the Violin. At the Baths, Daniel joked that the male priest was “Mother Teresa” and Elizabeth pretended to levitate the boxes on the pulley interactive with a Harry Potter spell. Group Interview The group interview was carried out after the Big Pit visit and can be grouped into the main categories below. Again, the names used in this section are not the children’s real names. Technology and Guides There was a lot the children had to say about the audio guides, both negative and positive. On the positive side, the technology was ‘cool’ and the audio was ‘very good’. The quizzes on the Bath handset were also liked. However, at the SS Great Britain the audio could be “really long and it was annoying to hold [the handset] to your ear for that long.” Also you could end up listening to “random plays”, missing “a load” when it came on unexpectedly and hearing one “you had already been to”. There were mixed responses to the characters. The younger children liked the Roman Baths characters whereas Elizabeth found it too “jokey” and not as many facts as the adult one. The children’s ones were also thought “cheesy”. The SS Great Britain characters were not mentioned in great detail apart from not being able to find Sinbad the cat due to the handset issues and the posh lady being “boring”. For the Big Pit, the children were asked to compare the virtual and real tour. The real tour was preferred as “he was joking around” and “you can ask 29 him questions”. The virtual tour they found “scarier” and gave them a false impression of what the real mine would be like though the virtual miner was “useful”, after all “a funny Welsh guy, he’s always useful.” Museum Set-up and Experience It was aspects of the museum, i.e. it being “scary and dark” and “going down in the lift” that made the Big Pit the favourite museum. The word “experience” is also used by the children several times and how it was what the miners would have done. What seemed to hinder the ‘experience’ in other museums were restrictions. Fiona mentions that “in the Baths you couldn’t actually go in” and Michael found the Crew Only doors confusing. When prompted, Daniel expressed annoyance at not being able to use the chess set, Michael thinking they do it “because they think someone’s actually going to take it”. Being able to touch the environment and objects was important. It was remarked that it was fun at the Big Pit as you could touch everything though they understood it was because it was “basically load of dirt and rock and stuff”. It was also commented that “it’s always hands on that creates the best impression”. This is reflected in the make-up sessions and water drinking being chosen as a favourite part of the Bath visit. In addition, it was important to receive environmental feedback i.e. by opening the toilet door on the SS Great Britain and being told it was engaged. When asked about the models at the SS Great Britain, Daniel said he found them “creepy and scary” and Michael kept getting a fright when he mistook them for visitors. “It was how people lived” The older children, in particular, were struck by what the Big Pit told them about people: “the most interesting part of the Big Pit for me was, the, how it affected the lives of so many people”. Getting the ‘experience’ of “how a Roman would have actually lived” and physically do[ing] something they would have done was very important to them. 30 Through the SS Great Britain dressing up and Roman Bath’s make-up session, the children got an idea of the “kind of normal stuff” and were able to relate it to their own lives whereas the Big Pit “shocks you” by how different it was. Furthermore an emotional connection was important as is seen through the pity for the pit ponies and their conditions: “I felt sorry for the horse”. Narrative and Themes When asked if they felt there was a story only Alice identified the boy character on the Bath handsets: “he was kinda talking ‘bout what he did and things”. It was decided there was a story in the children’s audio but not the adult though Fiona did feel “it was ordered quite well” though was not sure if that constitutes a story. All the children did agree that these three museums all “focused on one thing” and were not “jumbled up”. In other words, there was a strong theme. 31 Discussion In the previous chapter the results from three methods of data collection were presented. Here, the results will be drawn together and we will see to what extent our research questions can be answered. Presentation of the Narrative Voice and Meaning-Making Immediately we can see from the personal meaning mapping that new connections were made from the visits but how does this relate to the presentation of the narrative voice? Firstly, much of the content at the three museums was provided through a narrative voice, usually verbal (i.e. audio guides) but also textual. We can therefore surmise that the meaning making that took place within each museum was as a direct result of the narrative voice. For example, the references to make-up were a direct result from talking to a costumed character in the Roman Baths and the mentions of canaries, horses and Davy lamps could only have come from the guided tour at the Big Pit. Figure 16 shows that after the visits, more children exhibited use of specialist or technical language, which must have been picked-up principally from the verbal presentation. The Big Pit and Roman Bath visits prompted an increase of more than half the children using this language. This could be due to more familiarity with shipping terms which after all is more widely used. Alternatively it could be connected to the verbal presentation as both the Big Pit and the Roman Baths used real people. The interview shows that the miner guide was very popular as the children could interact with him, “ask him questions” and he was “someone who did mining” and actually had the experience to share with visitors. The costumed character at the Roman Baths was chosen as a favourite aspect. At the SS Great Britain, where there were no museum workers to talk to, observation shows the children discussing and asking questions of their teachers which hardly happens in the other two museums. The preferred presentation of the narrative, for the children, would therefore seem to be from another person and not a disembodied audio voice. 32 However the audio guides do seem to have contributed to meaning making more than the text (which, according to observation, was not paid much attention to when it was there). Daniel gives the reason for this, describing the technology as “cool” and more fun and accessible to use. When the children were not having issues with the audio guides they did seem to quite enjoy them, listening intently at the SS Great Britain and Roman Baths. What was important to them was having the control over what they were hearing and when. The Roman Bath audio was preferred over the SS Great Britain’s precisely for this reason; they could choose what was interesting, whether they wanted the children or adult version and could see the length of the clip. With the human guide they were able to control their learning by asking questions. The impact of the technology will be discussed more later, but in relation to meaning making it was important for the children to control what they would learn just as they would in any other museum environment by choosing the labels to read. Although with the SS Great Britain audio guides you could just get up and go, not knowing when the audio would begin meant the narrative could easily become disjointed and segmented through missing sections. This would make it more difficult for the children to construct their own continuous narrative, hampering their meaning making ability. Another factor of narrative that contributed to meaning making was how it was used within the environment. When asked why the Big Pit was their favourite museum, the children said it was because it was “hands-on”. Being able to touch and interact with the surroundings is something that also seemed important from the observation and interview. This would not seem to be directly relevant to narrative however, interacting with the environment allows visitors to become part of the narrative, a character in the story with smells and ambient sound transporting the visitor into the story. Being ‘hands-on’ further emphasises this transportation into the narrative as one is no longer simply looking and listening. But although we appear to see the children deriving meaning from the narratives various presentations, when asked if they thought there was a story the answer was negative. Only through one of the characters at the Roman Baths did one child find a story. The use of characters as a narrative construct 33 was not always helpful for the group either, the older children in particular considering them “cheesy” and too “jokey”. But perhaps this was just a matter of age, as the younger children found the adult content full of “hard words” and not very relevant to them, especially the “posh lady” on the first class SS Great Britain audio guide. After some consideration, Fiona did think that the Roman Baths, though she wasn’t sure “if it was a story or not”, was ordered well having a beginning, a middle and an end so some aspects of narrative were noticed. But although the narratives in the museums were not consciously noticed they do seem to have facilitated meaning-making through verbal, textual, visual and even sensual presentation. Engagements Encouraged By Narrative Voice Meaning is not only constructed through the presentation of audio, sound, smell and physical reconstruction. It is also made through engagement with the content and the environment. This section will look particularly at the types of engagement encouraged by the presentation of the narrative voice. Mainly the narrative was presented through verbal guides. These encouraged sensory engagement through looking (especially Sinbad the cat on the SS Great Britain who the visitor had to try and find) as this can be seen by the number of observational statements made by the children in the space. The other main sense that was encouraged was touch (although this was also encouraged by open display). At the Big Pit the children were encouraged to touch the rocks and coal seams, and sometimes it was a necessity to steady oneself. The Roman Baths had a museum worker carrying around mosaic tiles to handle and the costumed character encouraged the group to smell the different perfumes. Smell was also encouraged on the SS Great Britain through the characters and set-up of the museum. Intellectual engagement was encouraged by the audio-guides asking questions or providing quizzes. Activities and interactives provided active engagement and it is “handson that creates the best impression” according to Gregory. This type of engagement was encouraged through the textual narrative but these were not really read by any of the group. From observation, it was mainly the set-up of the environment that revealed a certain activity, as with the SS Great Britain 34 ship simulator, Roman Bath’s pulley game or Big Pit tunnel. Other active engagement that was encouraged by the environment was role-play which we see at the SS Great Britain and the Big Pit. This was particularly interesting as it shows real engagement with the narrative and the environment to such an extent that they fleetingly become part of it. This is especially true of the SS Great Britain when some of the children assumed their audio-guide characters, telling others that they are not allowed in the space (which shows something was learnt about class differentiation) and acting out eating a meal at the table. The textual narrative at the Big Pit did encourage an emotional engagement with the past people who had worked in and around the mine. When the children decided to take on characters from the people presented in the Pithead bath locker-room, the atmosphere in the room became noticeably more solemn with Fiona voicing how the miners “had such sad, tragic lives”. It could also be suggested that the different mentions of people’s lives on the meaning mapping represents a form of emotional connection. Occasionally it was visitors in the space who actually prompted an engagement in an activity or audio track. Usually it was someone in the group encouraging their friend, instructing them to “go to 26, its good” or “come here”. Visitors not in the group only affected engagement if something was too busy to get to. However, the fun that our group had on the SS Great Britain ship simulator did seem to encourage others to have a go afterwards. But overall it is the visual, audio and textual presentation that encouraged active, intellectual, emotional and sensory engagement. Technology and the Visitor Experience Technology was a large topic of conversation both within the group interview and while on the visits. In fact, while on the SS Great Britain and at the Roman Baths it was the most talked about subject. This already suggests that technology had a major affect on the visitor experience, and not always a positive one. From the data we can generally see that when the handsets worked they were enjoyed. The audio itself was considered “good” and “actually quite useful” and the children would have liked to have stayed longer to listen to all the 35 content, especially at the Roman Baths; “We’re missing so many. I want to listen to all the bits”. We can see in the observation that the children would stop and listen to what was playing, although some parts were considered “long-winded”. It was actually using the handsets that seemed to cause the most issues. From both the observation and interview we find anxiety about following the numbers - “We need to find number three” - and other children being ahead; “everyone was ahead of me and I was like oh”. At the SS Great Britain, as already mentioned, the children disliked the lack of control over what audio they were listening too as you could end up listening to the same clips again and missing new ones and they would “keep coming on” and sections would be missed. It was suggested that some sort of signal would improve this. Also Daniel did not like having to hold the quite large device to his ear for a long time. Therefore, the audio guides did affect the visitor experience, the audio itself positively but the utility of the handsets negatively. The Big Pit did not utilise handheld guides but instead had a real life guide down the actual mine and a virtual miner in the reconstructed miner galleries. Although the children preferred the real guide they also liked the virtual miner, perhaps as he was not just a voice but also a face allowing the children to relate to him more. What was interesting about the Big Pit visit is that the children found the reconstructed galleries “scary” and “cold”. It led them to expect “explosions” and working machinery down the mines themselves and made them slightly apprehensive about going on the tour itself. Usually the tour of the actual mine comes first but due to our time slot we did it the other way round and this seems to have had an unexpected impact on the visitor experience, leading to negative expectations which luckily were not fulfilled. Other technology in the space came mainly in the form of interactives, from a ship simulation to a pulley and rope system. Within the space, it was observed that the children were more likely to be engaged with the interactive if it was not just more text and if it was an activity they could participate in as a group. The ship simulator was therefore very popular and a lot of time was spent with it whereas the touch screen in the Big Pit’s exhibition was quickly disregarded. Quizzes were popular and used well at the Roman Baths both on 36 the handsets and on a touch screen. Alice and Clare even chose this as their favourite thing about the Baths. Here technology affected the visitor experience by encouraging or at least enabling social engagement and the ability to work together and see a result whether it be a successful quiz score or a block hanging in the air. It seems that it was the less ‘high tech’ interactives and guides that were preferred. Having a real person guide you round was preferred to a virtual miner or audio guide, crawling around in a tunnel enjoyed more than a touch screen and assuming the characters on board ship more fun than listening to them speak. Even the ship simulator, which did integrate a TV screen, was originally played on because you got to turn a wheel. Of course the audio-guides and technological interactives attracted and held attention but the interactives that involved pushing, pulling and a bit of imagination were just as enjoyed. Technology is important to the visitor experience. The audio presentation of narrative did seem to be preferred over a purely textual display which you would simply “skip and walk past”. The use of technology to stimulate the senses through noise and smell and augment the environment creates an experience and can help the visitor understand archaeological ruins which would otherwise be unfathomable. But it does not have to be state of the art to have an effect on the visitor experience. It seems far better to have a ‘low tech’ alternative that allows group engagement and encourages social interaction. 37 Conclusion We began this essay by exploring the key terms of narrative, meaningmaking and immersion before looking at this particular study; how it would be carried out, who the sample was and the institutions that would form the case studies. The data collected from these case studies was then presented and discussed. It was found that the narrative voice can be presented in different ways and thus contribute in different ways. The narrative puts content in a digestible format, making the content accessible so that the visitor can create their own meaning. The narrative environment can even allow the visitor to become part of the story itself as we saw through role-play within the space. The narrative voice provides a recognisable structure to the space that can guide us through the unfamiliar and provoke different forms of engagement. As well as intellectual and emotional engagement through the content, the environment encourages active and sensory engagement. These different forms of engagement generate new meanings and associations for the visitor, creating a more vivid and memorable experience. The technology integrated into the environment and thus the narrative also promotes active engagement and social engagement between members of the same group. But, just as in any museum, the visitor needs to control his or her meaning-making and this means control in how they access the narrative and which elements they access. There is so much potential for the construction of meaning in an immersive environment and the feeling of freedom and control should not be overlooked. In this idea of control we see the ideas of constructivism reinforced. Constructivism is not the only theory reinforced by this project. Within the case studies, we can see Lorentz’ definition (2006) of immersive environments in action. We can also see that narrative forms an important part on providing a supporting structure to the whole experience. This idea of ‘having an experience’ is also proved to be an important aspect of these museums and is a major contributor to meaning making. 38 Of course there were limiting factors to this study. First of all it was qualitative; the data was from a small sample. The constraints of this project would not fit a wider study but perhaps it can provide a jumping off point for further work. The time in which to collect the data was limited. This may have affected the results especially for the SS Great Britain and Roman Baths as a whole day could not be spent at each, something the children would have liked to have done. The weather was particularly warm on both trip days and the trek into Bath to reach the museum after spending a number of hours on the SS Great Britain probably affected the children. More time with the children would also have meant that separate interviews could have been carried out and more diverse opinion possibly obtained. This study only took place at three museums and so is restricted in what it can tell us. But again, this could be addressed by further research into this subject. All studies are affected by limiting factors and this does not negate their usefulness. As mentioned there is scope for future research using different museums and different sized samples. Narrative is such a large topic, as is meaning making in an immersive environment that the potential is not really limited. Of particular interest may be the function of role play in immersive environments and how this aids meaning making as well as how the narrative voice could further promote active engagement. 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(ed.) 2011 Qualitative Research 3rd Edition London: Sage Publications Silverman, D. 2013 Doing Qualitative Research: A Practical Handbook 4th Edition London: Sage Publications Skolnick, L. 2012 ‘Beyond Narrative: Designing Epiphanies’ in Macleod, Hourston Hanks and Hale (2012) Museum Making: Narratives, Architectures, Exhibitions London: Routledge Spalding, J. 2006 The Poetic Museum: Reviving Historic Collections London: Prestel SS Great Britain Trust 2006 Brunel ss Great Britain Guidebook Bristol: Doveton Press Ltd SS Great Britain Trust 2012 Brunel’s SS Great Britain: Your Visit Retrieved 2nd June 2013 from World Wide Web <http://ssgreatbritain.org/your-visit> Strauss, A. and J. Corbin 1994 ‘Grounded Theory Methodology: An Overview’ in N. Denzin and Y. Lincoln (ed.) Handbook of Qualitative Research London: Sage Publications p. 278-285 Visit Blaenavon (2013) ‘Main Attractions’ Explore Blaenavon: World Heritage Site Retrieved 5th September 2013 from World Wide Web <http://www.visitblaenavon.co.uk/en/Blaenavon-map/main-attractions.html> 42 Appendices Appendix 1: Figures 3- 20 All photos, unless otherwise stated, are authors own. Figure 3: Picture of SS Great Britain in its dry dock. The dock to the right of the picture is made to look as if the ship is in the process of being loaded. The ‘water’ on which the boat sits is actually glass. Underneath, visitors have access to the bottom of the ship and can see how it was powered, its size and how it is preserved. (After BBC 2013). Referenced on page 21 43 Figure 4: Site plan showing the interior of the SS Great Britain and the activities that are available on site. Notice how the dockyard museum acts as an entrance to the ship. (SS Great Britain Trust 2012) Referenced on page 21 44 Figure 5: Luggage piled up on dockside of the SS Great Britain creating a threshold experience. Referenced on page 22 Figure 6: Poster explaining the different audio ‘companions’ that can be chosen at the SS Great Britain. Referenced on page 22 45 Figure 7: Plan of the interior of the Roman Baths. Number 5 through to 7 acted as ‘traditional’ exhibition space through which you entered the Roman ruins (After Roman Bath 2013.) Referenced on page 22. 46 Figure 8: Banners that hang in the entrance of the Roman Baths inviting visitors into the immersive environment. Referenced on page 22 Figure 9: Costumed character at the Roman Baths. She was acting a high born lady and explaining Roman make-up and perfume. Referenced on page 23 47 Figure 10: Two of the projected characters encountered at the Roman Baths. Others included a priest and blacksmith. The seated character was paralleled by the costumed character in figure 13 Referenced on page 23 Figure 11: Reconstruction of what the Baths may have looked like in the Roman times. Shown on a screen above the archaeological remains. Referenced on page 23 48 Figure 12: Site Plan of the Big Pit National Coal Museum. This plan shows how the set up of the site is used to create a threshold experience. (After National Museum of Wales 2013). Referenced on page 23 49 Figure 13: Photo of the virtual mining gallery showing the reconstructed mine with machine coming through the wall that children described as scary. Referenced on page 23 Figure 14: Photo of the virtual mining gallery showing the reconstructed mine and the virtual miner on the screen (red outline). Referenced on page 23 50 Figure 15: Graph Showing Number of Children Who Mention People Before and After the Visit 9 Number of Children 8 7 6 5 4 3 2 1 0 Ships Before Ships After Romans Romans After Mining Before Mining After Before Meaning Map Figure 15: This graph shows the number of children who mentioned people, their jobs, working or living conditions or attributes on their meaning maps. It is referenced on page 25 Figure 16: Graph Showing Number of Children Who Use Specialist/Technical Language 9 Number of Children 8 7 6 5 4 3 2 1 0 Ships Before Ships After Romans Romans After Mining Before Mining After Before Meaning Map Figure 16: This graph shows the number of children who used specialist or technical language on their meaning maps. It is referenced on page 25 51 Figure 17: Graph Showing the Number of Children Who Make Reference to the Wider Subject Area 9 Number of Children 8 7 6 5 4 3 2 1 0 Ships Before Ships After Romans Romans After Mining Before Mining After Before Meaning Mapping Figure 17: This graph shows the number of children who made reference to the wider subject matter on their meaning maps. It is referenced on page 25 Figure 18: Photos of the handsets. On the left is the one used at the SS Great Britain. This handset could be worn around the neck. On the Right is the one from the Roman Baths. The characters you can see on the Baths handset are from the children’s guide. The adult guide would show photos of the site. Referenced on page 27 52 Figure 19: This photo shows the ship simulator at the SS Great Britain. The screen responded to the wheel (outlined in red) being turned. Referenced on page 27 Figure 20: This photo shows the pulley system at the Roman Baths where different blocks had slightly different configurations making it easier or harder to lift the blocks. Referenced on page 27 53 Appendix 2: Presentation of Findings Meaning Making Table The numbers in this table refer to the number of children that used each category on their meaning map. It is from this table that figures 15, 16 and 17 were generated. Category Meaning Map People including their jobs, experiences and work conditions Natural Resources Animals Personal Judgement/Opinion Specialist/Technical Knowledge/Language Wider reference to same subject Reference to museum experience Other reference i.e. Popular culture Ships Before Ships After Romans Romans Before After Mining Before Mining After 4 8 4 3 4 5 0 0 0 3 0 1 3 0 7 0 7 8 0 1 4 3 0 0 6 8 0 5 4 8 8 1 8 3 0 0 0 3 0 6 0 3 1 0 0 0 6 2 54 Transcript of Group Discussion Interviewer OK, well, which do you think was your favourite museum? Out of the three? Right we will go round. Alice. Alice Coal Mine Interviewer The Big Pit, ok. Ben Same with me, the Big Pit Interviewer Ok… I’ve just put pig pit Laughter Clare [Big Pit ] Alice [Are you going to do] a tally chart? Interviewer Yeah. Big Pit? Clare Nods Daniel Yep, Big Pit Interviewer Big Pit Elizabeth Big Pit Interviewer Big Pit Fiona Big Pit Interviewer Big Pit Alice Everyone likes the Big Pit! Gregory To be honest it was probably the Roman Baths because I’ve already been to the Big Pit, although I’m more interested in modern history so if it was my first time going it definitely would have been Big Pit. Yeah. Interviewer Ok, I’ll put, I’ll put the Roman Baths for something different Hannah Probably the Big Pit Interviewer Big Pit Michael And Big Pit Interviewer And Big Pit Laughter 55 Interviewer So what was it about the Big Pit that you all liked so much? Indistinguishable Sound Ben Umm, it was scary and dark Interviewer Scary and dark, [it was scary and dark] Clare [Going down in the big lift] Interviewer You like the lift Clare Yeah Ben [Getting the factories] Alice [Getting my hand muddy] Interviewer Getting your hand muddy. [Fair Enough. Good.] Michael [Nearly dying. We didn’t] Fiona Learning about stuff you didn’t really [think of before] and it was quite a new experience really Michael [Couldn’t breathe] Interviewer Yeah Michael [Couldn’t breathe] Clare [My favourite part] was when Mr Teacher hit his head Laughter from group Alice [I can’t believe he did that though, he was holding my hand and hit his head ] Gregory [The most interesting part of Big Pit for me] was, the, how it affected the lives of so many people because of this huge great revolution that umm how you know it drove all these people to these horrible jobs and everything Interviewer So both you and Fiona felt it told you more about the actual people Gregory Yeah Fiona Yeah Daniel It was interactive and you were where they would have been Interviewer Umm hmm, yeah. 56 Hannah Yeah, it made you learn about the history of it and how horrible life was for the small children and the person who stopped it Interviewer How did it make you think, how did it make you think about it more than the others? Was there something about the museum that made you think more about it? Several yes’s and nods Fiona I think the thing was that you actually got to do what they would exactly do Interviewer Yeah Fiona Like you would be allowed in all the places they would Hannah That they actually went in Fiona Yeah. Like in the Baths you couldn’t actually go in the Baths so you couldn’t feel what it would be like Interviewer Yeah Alice The reason I liked the Big Pit mmm no no I’ve completely forgotten Interviewer You’ve forgotten Alice Yeah, come back to me Interviewer Yes I’ll come back to you Ben Well the Big Pit it just shocks you and that’s actually how the miners lived, they lived in those conditions also the horses, they lived there 50 weeks virtually, it would have been horrible. Interviewer Umm hmm Hannah Then they got chopped up [if they died] Gregory [I think all the museums] their own, you know, thing to it cos the, the umm, Brunel’s SS Great Britain, that was a huge advance in technology and it was it showed how people lived at the time. Same with the big pit but it also gave you an idea of how things were powered and stuff and umm the Baths well that’s a completely different thing altogether because it was, it showed, their umm their capability of using natural things to make incredible… laughter due to distraction from other children Interviewer So you think that the, the baths told you more about how they used things whereas the SS Great Britain and Big Pit told you more about the people and what they had invented Gregory Yeah 57 Interviewer Yeah Gregory And a lot of cheese thrown in Hannah It was really very cheesy Clare I felt sorry for the horses because when they come out they be blind and they can’t see anything for an hour, 2 hours Michael But they can’t come out anyway. They kill them. Laughter Interviewer Its only if they are dead that [they chop them up] Gregory [That’s the affect of the revolution] Michael Yeah but that was, no they said, they said that if they can’t get them out they have to kill them Interviewer So what, at the Big Pit did you prefer, what did, did, what did you think of the virtual, virtual tour compared to like the real life tour? Daniel It was scarier Interviewer Was it scary the virtual tour? Clare Yeah Daniel It had like explosions. It made me think it was going to be really scary in the caves Interviewer But it wasn’t Clare I think that we should have gone to the cave thing first because then we were, because like for the other thing we thought that that’s what it would be like in the cave Alice Because you supposed to go there first Interviewer Yeah, yeah you do usually do it the other way round but because we had the appointment for the [underground later] Alice [We got there early] Michael Yeah, I think the gallery was scarier than the actual mine cos it cos it has all the explosions and sound effects and all that make you think it’s going to be down there in the mine Interviewer Yeah Michael Cos I cos I thought the actual machinery and all that was going to scare you when you were down there 58 Interviewer Ok Gregory I thought they were both pretty good the different ways they displayed it. Obviously when you had the actual real life tour guide he was joking around a bit and making wise cracks Interviewer Which, which do you felt, felt like told you more about what it was like to be there? Like the virtual tour or the real one Daniel The real one General agreement with Daniel Fiona Definitely the real one Gregory Oh yeah cos your doing it, your, its hands on and its always hands on that creates the best impression Fiona And because the person on the real life tour is actually like a real person obviously and you can ask him questions if your cu-curious but you can’t ask the person on the screen questions so Hannah Yeah Alice He kept on saying come here and I got confused why he said that Interviewer Sticking on the same theme of technology, what did you think about the handsets in the other two museums? Alice Oh I didn’t like them Interviewer Didn’t like them Clare For the SS Great Britain one, I didn’t like it as much because like if you walked past one like one you had already been to it would start playing and like if you tried to get it off it wouldn’t work you could only pause it so the you tried walking past Gregory No you pressed the stop button Clare Oh Laughter Clare Then you tried, then you tried walking past if its playing and you try walking past a different one it just doesn’t go to the different one Daniel The speeches on the thing were really long and it was quite annoying to hold it to your ear for that long General agreement Alice Yeah, everyone was ahead of me and I was like oh 59 Daniel You walked past two in the time the first on was still playing Interviewer Cos quite a lot of you a lot of you were trying to follow the numbers round, was that a bit annoying that you couldn’t General agreement Alice Yeah because when they were ahead of you and I was like oh Michael Yeah, three wasn’t even there. [We couldn’t find number three]. Gregory [To be honest] Michael [We were just wandering round listening to random plays] Alice [We should have asked the person where the number three was.] Gregory To be honest, I thought the that the radio things were very good but yeah they were a bit, some of them were a bit long winded and err Fiona I really liked them at the baths, I thought cos it told you all the things and maybe without them it wouldn’t be as affective because if I was just walking round the baths without the audio headsets Interviewer Do you think they were better than having labels? If you had do think it was more better than having Gregory [Yeah because you don’t take it in as much] Fiona [Yeah cos cos sometimes yeah like when you] Michael You just read a load of stuff sometimes Daniel Yeah, children would are like technology it’s so cool I’ll listen to it but if it’s a label they will just skip it and walk past Interviewer What did you think of because the did you listen the children’s, some of the children’s ones Clare Yeah, I like them Interviewer Did you like the characters? Clare Yeah and I also liked it because when they had the quizzes like if you got it wrong then it wouldn’t say ha-ha you failed. Alice It would just have an upset smiley face Interviewer What were you going to say Ben? Ben Probably the same kind of. But the children’s ones were actually really good for children like children really enjoy coming there cos usually when you think about stuff like Stonehenge you think like archaeologists and like those adults and people going there but with 60 the audio, the children’s bit as well, the children’s the children can now enjoy it as well. Elizabeth I preferred the adult one at the Roman Baths cos it told you more about the history where the children’s one it was all just joking around with characters and stuff Interviewer Ok, so you preferred more like the factual information rather than Elizabeth Nods Michael Yeah but the jokey kind of thing is for the kids mainly because they cos on the um the adult one there’s more hard words to understand Interviewer Did you think, did you think there was a story they were trying to get across in any of them? Alice I know they were trying to get across with the umm with the Welsh person Interviewer In the Big Pit there was a story, you felt there was a story there that they were trying to tell? Alice Oh I thought we were talking about the Roman Baths Interviewer Oh the Roman Baths, [what yeah?] Alice [Yeah the] the Welsh guy cos he was kinda talking bout how what he did and things and I also liked the person the Interviewer He was one of the characters wasn’t he? He was the person who worked, the slave boy wasn’t he? Alice Yeah, and I also liked the wealthy woman Interviewer And the wealthy woman? Clare Yeah the wealthy woman was saying how the people wore make up and everything Elizabeth She was an actor Gregory What you’ve got to remember is your saying its appealing to kids but we are kids so does it appeal to you that’s the thing? Do the jokes and stuff Clare It was a bit cheesy Interviewer It was a little bit cheesy but did you in so you didn’t feel so you felt in the Roman Baths there was a bit of a story especially from the kid’s characters? Daniel [Not from the adult one ] 61 Gregory [No I I only heard the adult one cos] Ben [You heard the Google translate one] Elizabeth Yeah Daniel I was only listening to the adult one because I was supposed to listen to it Fiona I’m not sure if it was a story or such but I thought it was ordered quite well so you started off by learning the people who ran it and then you get deeper into the baths and all the bubbles and stuff Interviewer So in a way there was a beginning, a middle and an end Fiona Yeah but not necessarily like a story Interviewer Not once upon a time there was Fiona Yeah yeah Michael Once upon a time there was a green mouse that… Interviewer So ok so what different characters did you have around the SS Great Britain? Thinking noises Ben I had first class Interviewer You had first class, who else had first class? Alice Me Clare I had Sinbad the sailor’s kitten Interviewer [You had the cat] Gregory [Guess what I had?] Interviewer You had the archaeologist Daniel I thought archaeologist was for the adult technician Interviewer Did any of you swap handsets or listen to any of the other characters Alice No Daniel No Head shaking from rest of group Interviewer So you stuck with your character? 62 Hannah With the cat one it was kind of like umm it kind of told you about it but your aim was to find the cat and we didn’t really find the cat Fiona No Hannah Apparently there was like a cat somewhere but we never found it I don’t think Fiona We tried to find it Hannah But it [wasn’t very clear] Fiona [No] Hannah Because it kept coming on and you didn’t know it was on so you missed a load Fiona Yeah and there wasn’t like a signal to say because in Interviewer Would it have been better if it was always on your head? General agreement Fiona Yeah, well in the Roman Baths you knew it was coming on because you had to type in the number but sometimes in the SS Great Britain it would just randomly come on and then you would put it to your ear and it would be half way through and then you wouldn’t quite catch what they were saying and then the whole thing [wouldn’t make sense.] Michael [Yeah on the um] on the Roman Baths you can actually rewind and get it back and it says if it’s gone halfway through or not Interviewer Ok so you can start that one again then listen to it so you know you are listening to it Michael Yeah but on the other one you don’t know which number it is so your just scanning through all of them to find the right picture Interviewer And hope they end up in the right place Michael Yeah Ben On the SS Great Britain in the first class thing I got a bit bored cos every time the audio it would come up with this posh lady trying to speak to you or the next second a man trying to tell you how he spilt his tea over himself or something so Interviewer So you didn’t find the characters very helpful Ben No Alice No, on the SS Great Britain he was just talking about how many cows and sheep and pigs 63 Michael Yeah and in the kitchen in the kitchen he kept on going like two turnips and three sugars and I was like Alice Doing an impression Two turnips, three sugars and there’s Gregory Well, well that’s the thing you chose you chose the characters with their perspectives so that’s why Interviewer Yours was a bit different wasn’t it cos yours was the archaeologist one Gregory Mine was mine was the actual making of the ship and stuff Interviewer So what was that like? Gregory That was going into Brunel’s actual design and amazing ideas and all that Alice The bit I liked in the boat was probably the bit where you, you open the door in the toilet and he was like “Get out of here there’s someone in here”, “This toilet is occupied” Interviewer Why did you like that? Because it was Alice It was funny Michael Funny (laughs) Alice And then me and Michael, we, he, Michael was forcing the door open but it wasn’t working and we were like and then when the doors were open as far they wouldn’t talk and then when we put it back he wouldn’t talk Interviewer Did anyone else have a favourite bit from the SS Great Britain? What’s your favourite? Clare Mine was like when you went into the rooms and there was those people sitting there. Sometimes you might look away and look back and think its like your friend sitting there Interviewer What did you think about all the fake people and all the fake food? General chatter Daniel They were creepy and scary Alice They were scary Michael I’ve got something to say about the people. Interviewer Go on then Michael Umm there was, you know real people, yeah, they were sat there and I thought it was actually a statue and I was like oh. 64 Hannah Oops Michael Then they moved their head and I was like is it moving? But it was actually a real human Fiona Umm one of the things I did find useful from the audio things, I know this is going back a bit on the SS Great Britain, was that we did pick up that they’d stay there for a long periods of time while their father was away and things and one of the bits I caught was actually quite useful Hannah If only you had caught the whole thing Michael And on the SS Great Britain on the Roman Baths you could literally go anywhere you want but on the um on the SS Great Britain most of the doors are locked and there’s um I forgot what it was again Interviewer That’s alright Michael Something to do with doors Interviewer Gregory Gregory Uh, with the SS Great Britain I thought it was amazing how you could walk round the boat to get the size and then inside you get the rooms and you can see what it was like and then there was one bit where you were where it was completely empty and you could see the colossal size of it Interviewer Do you think the SS Great Britain gave you a good idea of what it would have been like? General agreement and yes’s Ben Like Titanic but an older version Interviewer Because someone wrote on their meaning map that it would be a bit boring if you were there for however long the journey was, to America Gregory No it wouldn’t, they’ve got a lot of stuff on there for the time Alice But it hasn’t got any playing things so you would be a bit bored Conversation continues but inaudible Michael You know how I said at the Roman Baths you can go literally anywhere, yeah but on the on the SS Great Britain most things just says crew only and you can’t go there at all it just says crew only Interviewer So that’s a bit annoying Michael Yeah, because you can’t go there at all. Just stuck unless someone says I’m a crew and snips the thing and goes up 65 Gregory But it’s the same private staff only Michael But none of them actually said you could be them so Interviewer Did anyone have favourite thing about the Roman Baths? Alice Yes Clare The Gift Shop Laughter Interviewer Anyone have a favourite bit that wasn’t the gift shop? Ben? Ben Ok it was probably when we got to the lower level when we saw all the bath at the bottom cos Interviewer So the actual Roman bit you liked? Ben Yeah Clare I have two. One of them was when we had to do the quizzes and the other was when we drank the water Alice Oh it was disgusting Daniel I was going to say when we drank the water Interviewer When you drank the water, you quite enjoyed that bit even though you didn’t like the water Gregory It was the un-necessary amount of stages you had to do for the bath. Get yourself heated, get yourself heated again, go in a really hot pool, go in the medium pool, go into the cold pools, put oil on Interviewer One of you said you actually would have preferred it if you could have had a bath Fiona Yeah Alice It actually would have been a lot better Interviewer Why would it have been better if you could have actually experienced it Fiona [Umm because you get the feelings and you get the feeling of how a Roman would have actually lived] Gregory [It would be more like the mine where you could you now hands on] Fiona Yeah because today we got the feeling of how a miner would have actually been and what its actually like but you don’t know that Interviewer Do you think that helps, if you were learning about it in school do you think if you were doing mining at school do you think actually going to 66 the Big Pit would have been really helpful? General nods of agreement Fiona Yeah, like the our tour guide was actually someone who did mining so that was, he had experiences that maybe the teacher wouldn’t have Michael Yeah the teachers the teachers would probably just get the information from what they’d seen on the internet or something they heard of but miners actually have the experience of what they have actually done Interviewer What did you think about at the Roman Baths when you had the lady who was dressed up as a Roman because obviously that’s slightly different again because she’s pretending to be a Clare I thought it was cool what she made her make-up out of , she made her perfume out of rose buds Daniel And geraniums Michael Yeah they’re good making cos you could have literally anything to do make up but they used it so that it looks nice on them they don’t get random stuff and put it on their lips to see if it looks good Hannah Yeah, I think that if you do go somewhere like the Roman Baths or the SS Great Britain, its better when you actually physically do something that they would have done so like at the mines you went down because you remember it more than like just being told by a TV or from a virtual thing Interviewer So it’s not enough to sort of like be in there, you want to be able to actually do something Hannah Yeah, yeah Interviewer So because quite a lot of you were annoyed when at the SS Great Britain, I think it was you Daniel when you went in and the chess set was stuck down Daniel Yeah Interviewer And you found that really irritating because you wanted to play with it. Some of the food as well and the bread so it would have been more fun if you could actually have some food or… Gregory But they’d have to manage it and all sorts Interviewer Yeah but they can sort that Michael I’ve got a question, on the movie I think it said that when they didn’t have that big thing they actually pulled the people up in a basket with all the coal in. That would be like loads of people would have to do it or was it just one? 67 Interviewer Or they might have used a horse Michael No they didn’t cos I saw the man pulling it up Teacher They would have known elementary mechanics in those days and pulley systems because pulley systems have been around they call them block and tackle then pull them up Gregory Yeah they had them in the Roman thing Teacher So pulleys would have been around which made it easier because if you use two pulleys that halves the amount of force you have to use. I’m doing Physical science with you next term so you’ll learn that Interviewer So at the Roman, at the Big Pit you found the person guiding you round useful? Yeah? The virtual guy as well? Gregory He was a funny Welsh guy he’s always useful Daniel Its more, its better if you actually have the person to speak to you Interviewer [Yeah an actual real person] Ben [I nearly made a bet with them] Interviewer Yes you nearly did didn’t you Michael He kept on, he kept on saying to Gregory you didn’t listen! Gregory I’ve got a terrible memory, sorry! It rang bells when he told me what it was. A Davy lamp. Teacher Well you went on a different route the previous visits didn’t you Gregory Oh yeah, umm apparently he told us outside that um that next if we come again tell the tour guide to go on the old route umm which is the one they normally do, I think they’ve only opened it up because this time they focused more kinda like 1950 onwards the modern machinery whereas times before I’ve been going they’ve focussed on the proper gritty miner work when you’re on your side and hammering it out. We didn’t get to see much of that. Interviewer If you had to pick one to visit again which one would you pick? Murmurings of the Big Pit Michael The only thing that spooked me cos well scare me Alice You thought the roof was going to fall down Michael Well that was one of them but when the lift went up it went quite fast a bit well it felt like it, then at the end it was going really slow and I thought it was because of the weight it was going to drop down 68 Interviewer What did you think, cos there were quite a lot of people especially at the Roman Baths, there wasn’t today at the Big Pit, do you think that had an impact on you and at the SS Great Britain there was quite a few people too, do you think that had an impact on what you felt about the museum? Hannah Well people were crowding around the bigger attractions like the mosaic and that kind of thing so if you wanted to see that you would have to wait for a while and that’s like the main things to learn about Alice The one thing I liked about the Roman Baths was probably when the lady came round when she had little bits of the mosaic Interviewer Because you could touch them Chatter Alice Yeah Michael I liked the dress up and the little clip movie Interviewer In the SS Great Britain Michael Yeah the thing with how they brung it in and the dress up thing cos they actually have kind of like normal stuff like you have Interviewer Did dressing up tell you something about what it would have been like? Michael Yeah kind of cos it tells you what kind of clothes they kind of wear cos there was one like velvety big fluffy red cloak thing and I thought it was for the queen or princess Interviewer Were some of them quite awkward to put on as well? General agreement Alice Yes, that robe was really hard Gregory Essentially they are all just different ways to get things across to people so something’s more helpful for kids or helpful for adults and now I’m sounding really cheesy Laughter Interviewer I know all these museums were kind of similar like, have you all been to Hereford museum at some point? Children shake heads and say no Interviewer Or the British museum, or another museum Daniel I’ve been to the Natural History Museum Gregory I’ve been to the Science museum and the Natural History Museum 69 Interviewer Do you think these were different to them? How do you think they were different? Alice The Big Pit you were actually like, most museums were like artefacts and things you don’t get to actually get to touch them you don’t like get to know how they feel Interviewer You liked being able to touch things Alice Yes, like you’ve got to [touch the wall and things] Michael [I’ve got something. Umm, can I say the differences?] Kind of Interviewer Yeah, of course Michael Well umm one was cos umm in the umm in the SS Great Britain they don’t want you to may take the stuff because they think someone’s actually going to take it so you can’t really touch it or try and play with it umm the Roman Baths its focused on the Bath but you can’t really touch it or anything like that you just listen to the audio guide but in the mine you can touch stuff because it’s basically rock and Hannah Coal Michael Yeah coal Teacher Or hit your head on the roof any number of times Laughter Elizabeth Yeah I hit it once Teacher [Four times ] Michael [I kind of get it] though cos you don’t want to steal the stuff and the mine is basically loads of dirt and rock and stuff but it’s more fun Interviewer You like being able to interact with things Gregory I think compared to an average museum like the Science Museum or Natural History Museum in London umm they’ve got loads of things jumbled up in one space but in the err the in the Big Pit it was the one main thing focussed on They did have the bath bit and the jumbly museum bit which I was less able to take in but Interviewer Did you did you was it less able to take in because you were rushed round it a bit or just because you preferred the way that it was done Gregory Yeah, especially in the baths Michael Oh yeah, with suburban museums like he said it’s kind of jumbled up but they have like one section is loads of bones of dinosaurs and different museums and then like the other the other side is way 70 different to the thing Interviewer Did these museums make more sense then? Michael Yeah because they like the whole place you’ve been to, the whole thing you’ve been to is based on the same thing [but in different] museums you just have bits of stuff everywhere Interviewer [More of a theme ] Gregory Yeah, and there’s a lot more to take in but the Science museum is good I’d recommend going there Interviewer Did you find it easier to take in because it was organised as a sort of theme? Gregory Yeah, I think yeah Daniel Yeah Alice Yep Clare Yeah Fiona I think it was good because you go there to look at one thing individually and you learn a lot about that thing instead of lots of different time periods Michael Yeah, oh err umm because like in other museums like I said people would go on to one thing, if you want to ask a question about that they might not hear you and just move straight on to the next thing and then you, you don’t have time to ask and if it was like, cos some things are linked to each other you can ask the same question if you’re in one of the museums like we went to Ben Well you like spend more time looking and thinking about the objects you’re looking at the these big museums about one subject cos if you like at the history museums or stuff like that there’s loads of them and you’re like oo lets look at this and then 2 seconds later you’re off looking at something else Interviewer Yeah, so did you feel like at this, at the museums you went to, the three museums, that you kind of got a sense more of what it had been like, more of an idea, was it more helpful? General agreement Michael Yeah, umm in the Roman Baths you know you have numbers to type in, yeah, I don’t think it’s the museums fault really but the bit we, the bit we were walking too fast so I didn’t get time to really listen [to most of them] Gregory [But that’s because we] were running out of time 71 Michael Cos I had one of them and was listening to artefacts and then it went on to loads of rocks cos I went to a different number and that’s kind of the same for the SS Great Britain, the numbers go really fast when you were trying to go to something else. You were in the kitchen and then you just turn to the dining room or something like that Alice I didn’t really like the Roman Baths or SS Great Britain because like everything was so interesting you just wanted to go to all of it but you just didn’t have enough time to Interviewer So you would have preferred if you had had a whole day there Alice Yeah, so you could go round and actually see everything Interviewer Cos it was quite hot as well wasn’t it Michael Yeah I like it in the mine because even though it was really cold, you could if you had a like jacket or trousers something like that then you would be have normal temperature so it was kind of ok down there but if we were up here then it would be really hot because that’s why museums that’s why I didn’t really want to go outside and do activities because that would go that would go really hot Interviewer Anything else anyone wants to say about any of this? No, okay, brilliant thanks guys. Full Findings Personal Meaning Mapping Each child filled out three meaning maps over the course of this project, one for each museum. They were filled in before and after the visit with the exception of the Roman map which was completed on the second day of visits. Out of the data, eight broad categories were found that could be used to sort the data from the meaning maps. These were references to people and their lives which included jobs, working conditions and experiences, mentions of natural resources, mentions of animals, when a child expressed an opinion or judgement, specialist or technical knowledge or language (such as mentioning a tool, part of a ship or other term specifically related to the subject of the museum), wider reference to the same subject of the museum, reference to the 72 museum experience (i.e. something they did or saw during the day) and other references such as from popular culture. The Lives of Historic People People, their lives and jobs was quite a popular topic on the meaning maps, especially after the visits as figure 15 shows. Before the visits, up to four children mentioned something in this category. For the ships, all four of the children made mention of ‘pirates’ and two also mentioned ‘sailors’. For the Romans they were more likely to mention a trait such as ‘clever’, ‘sophisticated’, ‘hygienic’ and ‘posh’ whereas for mining the children referenced their working conditions such as ‘cold’, ‘dark’ and ‘dangerous’. After the visits, this category was mentioned more for two of the sites. For the SS Great Britain there were mentions of jobs from simply there were “lots of jobs” to mentions of particular roles such as “doctor” or “doctors did surgery”. The experience of people onboard was also mentioned, one child being particularly struck by passengers having “no entertainment”. Nearly all the children mentioned class distinctions or “different types of people” and that they had “different cabins for different people” and a “1st class dining room”. After the Big Pit visit, the working conditions seemed to have had the biggest impact on the children, the meaning maps containing statements about what they did; “to start with it was just people working at a rock face” to it being “dangerous”, “hard work” and the miners having “bad pay” and lives being lost. But one child also mentions “friends” and “memories” alongside the mentions of danger and death giving a more rounded impression of life as a miner. There is also mentions of “miner” and “workers of all ages”. Only after the Roman Baths trip are people mentioned less than prior to the visit. Different children mention the same traits that are mentioned before such as “civilised” and “posh” but there were also mentions of “rich” and “luxury”. Interestingly, although two children mention hygiene before the visit there are no mentions afterwards although there are mentions of the Romans being “powerful”. 73 Specialist and Technical Language versus the Wider Subject Area Although mentions of people are made most consistently by the children, the most singular reference from each mind-map is concerned with specialist or technical language. Figure 16 shows that specialist or technical language was used by more children after their visit. At the SS Great Britain, more than half the children were familiar with the specialist or technical language before the visit making references to different types of ship i.e. “ferry”, “yacht”, “lifeboat” and even “spaceship” and to parts of and equipment on a boat such as “anchor”, “life” jacket”, “masts” and “propeller”. After the visit eight children used technical language (including two who did not did use technical language before the visit) such as “deck”, “engine”, “paddles”, “propellers”, “sails”, “cabins” and “streamlined”. You will notice that these words are related to parts of boats and ships rather than different types of ship. For the Romans no technical language related directly to the subject of the museum is used (although there are mentions of “auxiliary” and “Colosseum” which have been classified as wider knowledge). After the visit we have mentions of “bath” and “overflow” and architectural features such as “mosaic”, “statues” and “altar”. For the Big Pit the amount of children using technical language doubles. Before there are mentions of some tools i.e. “pick axe”, “head lamp” (which are a reference to the game Minecraft – see later). After the trip there are mentions of “Davey lamp” “conveyor belt”, “chainsaw”, “machinery”, “explosives” and “gas masks”. There are also mentions of the materials that can be mined, the data for which is presented under natural resources. Whereas the amount of specialist/technical language increases after the visit, references to the wider subject area decrease (apart from at the Big Pit where no mentions are made before or after) as can be seen in figure 17. Before the visit to the SS Great Britain there are references to the Titanic, “pirates”, uses of ships as “transport” and “the sea”. For the Roman Baths six children mention “military” and “battles”, as well as Roman emperors including “Julius Caesar” and “Caligula”, to the Roman Empire; “The Romans conquered some of South Africa, Asia and Europe” and to historical facts such as they “killed Christians” and “invaded Britain”. 74 Natural Resources and Animals Natural resources were only mentioned in relation to the Romans and Mining. Three children mentioned natural resources after the Roman Bath trip. There were mentions of “hot springs” and “water” and how the Romans “took advantage” of these. For mining, seven children mentioned natural resources before and after the trip. Before the trip many of the resources mentioned such as “red-stone”, “diamonds”, “iron” and “gold” are references to a popular game called Minecraft which is mentioned by all but one child on their meaning maps. After the trip mentions are instead made of “coal”, “coal dust” and “carbon dioxide”. Animals were also a popular subject especially after the Big Pit where most of the children mentioned “canaries” and/or “horses”. One child was particularly struck by the fate of the horses mentioning them three separate times on her sheet. One child mentions elephants in relation to the Romans before their visit. This was in connection to many references of the Roman military and battles. On the SS Great Britain there is one mention of rats and animals generally being kept on board after the visit. Further Categories Predictably, references to the museum experience are only made after the visits. These ranged widely from mentions to the “audio” by one child at the SS Great Britain, to the preservation of the ships and mentions of “rust” and “needing dry air to stop rust”. On the Roman Bath sheets were mentions of “make-up” at the Roman Baths (referencing the discussion with the costumed character). On the Big Pit meaning map, there were mentions of “muddy”, the “cage lift” and “long tunnels” of the mine and even one reference to the lollipops and ice-cream that were bought afterwards. As previously mentioned, the other references mainly centred on Minecraft in conjunction with the Big Pit visit though there was one mention of a sinking ship game in relation to the ‘ships’ meaning map. Most personal judgements were made at the Roman Baths through giving the Romans the traits already mentioned (sophisticated, clever, posh) though one judged ships as boring after their visit. 75 Onsite Observation The behaviour and conversation that took place in the three museums can broadly be separated into the five categories below. All interactions, unless otherwise stated, are between children in the group. The names used in this section are not the children’s real names to maintain anonymity. Aspects of the Museum Much of the conversation in the museums unsurprisingly focussed on the environment and contents. More conversation took place at the SS Great Britain and Big Pit than at the Roman Baths. This may be due to the attention that was paid to the audio guides or because it was the second visit of the day and the children were quite tired. Much of what was said was simple stand alone observational statements such as “Air is coming out”, “those kids are loud”, “it’s a massive ship”, “this is the captain’s cabin”, “he just fell in”, “it’s freezing”, “it’s cold”, “She’s called Janet” etc. In some instances, these observations did turn into small conversations such as that between Ben, Joseph and Michael when they noticed a gun in one of the cabins on the SS Great Britain: “Ah, there’s a gun in here!” “Nice” “A gun?” Also on the SS Great Britain, a lot of discussion took place. Mainly the questions were directed at the teachers and included what does SS mean (possible answers included “super sexy” and “secret service”), whether the propellers go clockwise or not, why it is cooler on the lower decks and how coal is formed. Other questions included was there was any treasure at the SS Great Britain, “What if the propeller started?”, “it’s not original, is it?”, “can we go in here?”, “is that coal?”, “what does that mean?”, “are we actually going down a mine?” and “if I die, how much paperwork do you have to fill in?” Some of the talk on the SS Great Britain revolved around the immersive factors. The mannequins were described as “scary” by three different children one of whom was slightly worried as “He’s staring at me!” Several times the children did not realise there was a mannequin there and exclaimed upon turning round “Oh, I thought that was a real person!” But although they were considered scary, it did not inhibit a photo opportunity. There were some 76 responses to the sounds used on board such as “I can hear shovelling” and laughing at the fake cow mooing. The talking toilet was a particular hit and the door was opened repetitively to get all the different responses. Smell was also noticed with several protests of “It smells in there”, “Eww, gross” and “It’s stinky” especially in relation to the vomit room, medical room and lower deck. The smell of bread in the kitchen was enjoyed with Hannah and Fiona saying “It smells nice in here.” “I wish it was real bread.” Attempts to open doors and play with the chess set that were stuck down were considered “lame” by Daniel. But this did not impact too much on the overall effect for Gregory who said “It’s so real, so so real.” Other interactions with the space included a lot of photography by Clare and all the children touching the outside of the ship. At the Big Pit the children also interacted with the space itself by finding their names on the list of mines that used to be active, touching the seams of coal while down the mine and touching the plastic fire in the exhibition space: “Oh it’s hot. Not.” “You’re not meant to touch the fire! Is it hot?” “It’s boiling...” Michael touches the ‘fire’, “It’s not!” Other speech that took place in the museums included the stating of intentions or instructions, such as “Look at the propellers”, “I want to see the cabin”, “Let’s go to the lower decks”, “Look at how it moves” and “Come on”. There were also reactions and opinions to the different environments including excitement when they saw the SS Great Britain for the first time, relief when they reached the Baths after a small trek through the city and apprehension about going down the mine. The 1st class dining room on the SS Great Britain was described as “nice and snazzy”, the Roman Baths as “lovely” and the mining galleries as “scary”. Interaction with Technology and Interactives All the museums provided interactives, usually ‘high tech’ forms such as audio guides, TV screens, touch screens but also some of the ‘low tech’ variety. 77 These types of interactives were a particular talking point at the museums with audio guides (i.e. the SS Great Britain and the Roman Baths). Once presented with the handsets on the deck of the SS Great Britain, the children noticeably quietened with only some talk between them. This was mostly centred on the handsets such as “Which bit are you on?”, “It’s too loud”, “No don’t have to do it in order” and “Mine’s not working, what button do you have to click?” Some of the children, especially Michael and Alice, got agitated when the audio-guide brought up the audio clips in non-numerical order and at different intervals would ask members of the group “Have you found number three? We need to find number three.” There was also a bit of competition about where each child was on the different audio tracks. When they first received the handsets the children would stop and listen to them but as they got more frustrated they used them less and talked to each-other more. The handsets at the Roman Baths afforded more control to the visitor and as such the children listened to those for longer. Again they would stand and listen, interacting less with each other though there was conversation about which numbers each of them was on, i.e. “What is it?” “Its 27”, “Have you done 105?”, “Go to 26, its well good” and “I listened to 260. It was about the bronze bowl. It was found in the thing.” Again there was some competition but this was mainly generated through the quizzes that you could do on the handsets. Eventually though, some of the children got annoyed as there were a lot of numbers and they could not listen to everything – “We’re missing so many. I want to listen to all the bits”. A group of the children decided it would be more fun to try and change the languages: “Yes you can reset it.” “I’m going to try Mandarin.” “What’s that?” “A Chinese Language” “I learnt how to do it in Chinese” “What have you done?” “I’m confused now!” “I want mine in Japanese.” 78 The other interactives in the museums also varied in keeping the attention of the group. The ship simulator was pretty successful with the whole group working together at one point to find the sun on the video screen though Gregory did ask “Do we really all need to have a go on the simulator?” Touch screens at the Roman Baths and Big Pit were fiddled with quickly then disregarded unless they had a quiz on. The videos were more successful, the video reconstruction at the Roman Baths getting an “Oo, look at that!” and the virtual miner at Big Pit getting a round of applause and one of the children saying “Oh I love that man.” Some of the other less high tech interactives were more successful. The pulley and ropes at the Roman Baths was played with for five to ten minutes though none of the children read the explanation label. The Let There Be Light interactive was enjoyed by Alice and Ben, with Alice playing with it first then explaining the process and quizzing Ben for the right answers. The bell at the SS Great Britain was also a particular favourite. Interaction with People Outside of Group The children never interacted with the other visitors in the museum space. Interaction with people outside of the group only happened when there were museum staff to engage with. At the Big Pit this was mostly in the form of guides. Apart from those on the front desk, all the museum workers were former miners. Before going in to the Mining Galleries, one of the guides explained that they would be watching a film and then exploring a pretend mine. The teacher took the opportunity to ask questions about what it was like as a miner but most of the children were not paying attention. The underground tour was conducted by another guide and while the children were quiet while he spoke and shy for the first half of the tour, Michael and then Clare managed to work up the courage to ask questions including “Have any of the roofs collapsed?”, “When was the first horse brought down here?” and “How many men have died?” Later Ben and Gregory joked with him while answering his questions. At the Roman Baths, the children had two encounters with staff. The first was in the museum where an education officer was wandering around with tesserae (small mosaic tiles) and asking the children what they were and letting 79 them touch them. After the encounter, where they answered the questions posed by the staff member such as “what do you think these are?” and “where can you find them in this room?”, Hannah said to the teacher “I thought they were sweets.” The second interaction was with a costumed character within the Roman ruins. She called them over to look at the perfume table which had an assortment of herbs and bottles on it. She then explained she was an actor posing as a Roman and explained to them how Roman women did their hair and make-up and what they used. She offered the vials for each of them to smell and identify. Although the children did not ask any questions of her either, they must have enjoyed the experience as four mentioned it on their meaning maps. Role Play Some interesting behaviour that took place at both the SS Great Britain and the Big Pit was role-play. At the SS Great Britain there was the opportunity to dress up and all the children had a go. There was also the opportunity to have their photos taken against a painted backdrop as if they were just setting out on a voyage. While dressing and posing the children really got into character with Joseph saying “I’m the Captain”, Alice dressing and then acting like Queen Elizabeth with a regal wave, Daniel finding a jacket that “Fits me perfectly” and Fiona asking Hannah “Is this right? Not the right hat?” and Hannah replying “It suits you”. Later on in the dining room all the children, no longer in fancy dress, pretended to be at dinner assuming the characters on their handsets. This involved Daniel, Ben and Alice telling the others that “We are first class”, “you’re not first class, get out of here”, “you need to go you’re cats” and “do the washing up, come on!”. Elizabeth and Clare also had a conversation around a fake pig head: “Do you want some?” “No, I think I will have the Vegetarian option.” At other times the children attempted to interact with the food and objects within the cabins, such as the chess set but, because they were stuck down, were unsuccessful. In the kitchen Michael did manage to find a pretend bread roll and mimed eating it. The Big Pit also provided opportunities for this type of engagement. In the pithead shower reconstruction, the visitor could open the lockers and read 80 information about a worker or family member from the area. They each decided one character to be and read out the information in the first person. This did particularly affect them with Fiona saying “They had sad, tragic lives. I wouldn’t want to be a miner”. A more light-hearted moment was when the group found a dark tunnel which you could crawl through and had sounds from the mine playing through it to simulate what it would be like. Alice immediately marched up to it saying “We’re going mining!” A full fifteen minutes was spent around this exhibit with the children roaring at each-other while inside the tunnel and sneaking in the other way to scare those coming through prompting shouts of “Oh my gosh, they are coming through the exits”. Outside References In some instances the children made connections with things and ideas from their lives. Four of the eight examples of this occurred on the SS Great Britain and out of all comments three were about Minecraft. These were as follows: while looking around the SS Great Britain Ben exclaimed “Don’t have boats in Minecraft” which sparked a conversation about how to make boats within the game. While walking up the hill at the Big Pit to reach the first gallery Michael, Ben and Alice were discussing Minecraft while Fiona, Hannah, Gregory and Daniel lamented this fact and while down the mine one of the children shouted “Minecraft” in an effort to annoy Gregory. The other outside references on the SS Great Britain included a reference to popular culture from Elizabeth who sat under the stairs in the dining saloon and said “I’m Harry Potter, I’m under the stairs”. Michael, while exploring the interior of the ship, asked “Can we go in all the rooms now – like a SWAT team in America”. There was also a reference to personal experience when Daniel pointed at a violin and said to Fiona “I thought you played this” to which she replied “No not the violin”. At the Roman Baths, Daniel joked that the projection of the male priest was “Mother Teresa, a man one” and while a group of the children were using the pulley system interactive in the museum Elizabeth pretended to levitate the boxes with a spell from Harry Potter. 81 Group Interview The group interview was carried out after the visit to the Big Pit and two days after the visit to the SS Great Britain and Roman Baths. This may have impacted on the conversation as the Big Pit was fresher in everyone’s minds. The children also felt a bit rushed around the SS Great Britain and the Baths, because they were the same day. This really impacted on Alice who “didn’t really like the Roman Baths or SS Great Britain because like everything was so interesting you just wanted to go to all of it but you just didn’t have time to”. The discussion could be broadly grouped into four main headings as shown below. Technology and Guides The children had a lot to say about the technology and particularly the audio guides. Alice “didn’t like them”. The reasons given for this from Clare, Daniel, Alice and Michael were that at the SS Great Britain “if you walked past one like one you had already been to it would start playing and like if you tried to get off it, it wouldn’t work”, the speeches “were really long and it was quite annoying to hold it to your ear for that long”, the numbers couldn’t be followed around and you would miss them and you would end up listening to “random plays”. Hannah and Fiona found that the audio “kept coming on and you didn’t know it was on so you missed a load”. They felt it would be better if there was some kind of signal or like at the Roman Baths where you had to type the number in. But there were some good points. Gregory thought they were “very good” if long winded and Fiona “really liked them in the Baths” and thought the exhibition “wouldn’t be as affective” without them. She also said that the audio she caught on the SS Great Britain handsets was very good. Daniel felt that children would find the technology “cool” so would use them whereas they would just skip labels. Alice and Clare both liked the quizzes on the Bath handset. There were mixed responses to the characters. Clare, Alice and Ben (three of the younger children) liked the characters at the Roman Baths and thought they were enjoyable whereas Elizabeth preferred the adult audio as it was more factual and less jokey. Gregory and Clare also felt that the children’s audio could be cheesy. The characters on the SS Great Britain were mentioned 82 but only when prompted and in no great detail. The children’s cat character was explained slightly more by Hannah; Hannah: With the cat one it was kind of like umm it kind of told you about it but your aim was to find the cat and we didn’t really find the cat. Fiona: No Hannah: Apparently there was a cat somewhere but we never found it I don’t think This was mainly due to the problems with the handsets mentioned before. Ben had the first class character and eventually got bored with “the posh lady trying to speak to you”. For the Big Pit, they were asked to compare the virtual and real tour. The children decided that they preferred the real tour as “he was joking around” and as a real person “you can ask him questions”. The virtual tour they found “scarier” and gave them a false impression of what it would be like down the mine due to all the “explosions and sound effects”. However the virtual miner they thought was useful, as Gregory says “a funny Welsh guy, he’s always useful”. Museum Set-up and Experience When asked why the Big Pit was their favourite museum out of the three, the younger children all mentioned aspects of the museum experience, with Ben liking the fact it was “scary and dark”, Clare being split between “going down in the lift” and the teacher hitting his head and Alice picking “getting my hand muddy”. Fiona described it all as “quite a new experience really”. This word ‘experience’ is used by the children several times especially in relation to the Big Pit where they seemed to feel the experience was more authentic and what the miners would actually have done. What seemed to hinder the ‘experience’ in other museums were the restrictions on what the group could do. Fiona mentions that “in the Baths you couldn’t actually go in the Baths so you couldn’t feel what it would be like” and later agrees that it would be improved if you could actually go in the Baths while on the trip. Michael felt that his movement on the SS Great Britain was restricted with signs that said “Crew only” and locked doors. Daniel, when prompted, also expressed annoyance at not being able to really play with the 83 chess set. Later Michael returns to this issue saying that “in the SS Great Britain they don’t want you to may take the stuff because they think someone’s actually going to take it so you can’t really touch it or try and play with it” whereas at the mine you can touch things. The ability to ‘touch things’ was quite important to the children and they mentioned it as something that set these three museums apart from other museums. Being able to touch and feel the rock at the Big Pit was quite important for Alice and Michael though they understood that because the mine was “basically loads of dirt and rock and stuff” they don’t mind you touching it but it made it more fun that you could. For the other children it was important to be “hands on... it’s always hands on that creates the best impression”. This is reflected in the make-up session with the costumed character being a favourite part of the Roman Baths as they got to smell the different scents. Clare described it as “cool”. It was also something that related to modern experiences. Alice liked “the lady [who] came round” with little bits of mosaic. Drinking the water was another favourite activity at the Roman Baths even though they didn’t actually like the “disgusting” taste. It also seemed important that they got environmental feedback such as from opening the toilet door and a voice telling them it was engaged. When asked about the models at the SS Great Britain, Daniel said he found them “creepy and scary”. Michael kept mistaking visitors for the statues and getting a surprise when they moved. “It was how people lived” While the younger children found the experience the most exciting, the older children were struck by what the Big Pit had told them about the people: Gregory: The most interesting part of the Big Pit for me was, the, how it affected the lives of so many people because of this huge great revolution the umm how you know it drove all these people to these horrible jobs and everything.... Daniel: It was interactive and you were where they would have been... Hannah: Yeah, it made you learn about the history of it and how horrible life was for the small children and the person who stopped it... 84 Fiona: I think the thing was that you actually go to do what they would exactly do Fiona goes on to describe how in the Baths you could not actually go in them, so you could not know what it was like and later, when prompted, goes on to explain that if you had been able to experience it you would “get the feelings of how a Roman would have actually lived”. Both she, Michael, Hannah and Gregory felt that because at the Big Pit you got to “have the experience” that they would have had and got to “physically do something they would have done” you could remember it much more. Michael also felt that at the SS Great Britain he got an idea of what it would have been like from the dressing up and seeing that “they actually have kind of normal stuff like you have”. He was able to compare with things he had seen in his own life whereas Ben was shocked by how different life at the Big Pit was from his own: “Well the Big Pit just shocks you and that’s actually how the miners lived, they lived in those conditions... it would have been horrible”. It would seem that an emotional connection was very important. This is also seen through the pity that was felt for the horses and what their conditions were like; “I felt sorry for the horses because when they come out they be blind and they can’t see anything for an hour”. Narrative and Themes When asked if they felt there was a story only Alice felt that one of the characters on the Baths handset was trying to get one across as “he was kinda talking bout how what he did and things”. The other children conceded that there was some story from the children’s audio at the Baths but definitely not from the adult one. However, Fiona did feel that “it was ordered quite well” though wasn’t really sure if that was a story or not. As well as being able to touch the objects, another thing that separated these museums from others was that they “focussed on one main thing”. They weren’t “jumbled up” but “based on the same thing” and so was easier to take in. As Fiona says “you learn a lot about that thing instead of lots of different time periods” and Ben felt that you could “spend more time looking and thinking about the objects”. It also meant, for Michael, that you could return to ask a question about a previous area as everything was “linked”. 85 Appendix 3: Glossary Big Pit: The Big Pit National Coal Museum is one of the national museums of Wales. It is located in Blaenavon and focuses on the lives of the miners and their families who used to work in the coal fields of Wales. As a tourist attraction, one of its biggest draws is the underground tour down the biggest pit in Europe. Brunel: Isambard Kingdom Brunel is the Victorian engineer who designed the SS Great Britain. He is a famous figure, particularly in his home-city of Bristol where he is also responsible for the Clifton Suspension Bridge. Constructivism: A theory of learning which states that people create their own meaning based on their prior knowledge, experiences and socio-cultural background. Harry Potter: A literary character created by J.K Rowling. He is the main character in her series about Hogwarts School of Witchcraft and Wizardry in which he battles the evil wizard Voldemort with the help of his friends. High Tech: Technology that involves a screen or computer such as touch screens or projectors. It is usually electrically powered. Immersion: The feeling of being totally engrossed, absorbed, involved or engaged to such an extent that the subject feels transported to another time or place. See pages 7-9 Interactives: Museum displays that allow the visitor to actively engage with content usually through touch. Low Tech: Technology that does not include a screen or computer part as a main component. It will often not be electrically powered. Meaning-Making: The process of constructing one’s own knowledge. See pages 13-14. Minecraft: A computer game which was released in 2009. It is a world in which the player’s character can accumulate different resources so that they can build and create building and objects. Everything within the game is made up of cubes and resources must be mined to acquire them. Narrative: A way of structuring which emphasises temporal interrelation, process and change. See pages 10-11. Physical Presentation: How the museum constructs the environment and places the objects within the space. It also includes the lighting, colours, access in the space and any other physical and visual aspects. 86 Roman Baths: A museum in Bath built around the Roman remains of Aquae Sulis, a place where Romans met to bathe, have a massage, meet with friends and business colleagues and worship the gods. The exterior of the museum is Georgian showing how it continued to be used as a spa as it still is in the present day. SS Great Britain: A museum on the dockside of Bristol which encompasses the Victorian ship SS Great Britain and the dockside in which it was built. It has been reconstructed to take the visitor back to its Victorian hey-day. Textual Presentation: The writing in a museum, whether it be the labels, advertisements, posters, titles or handouts. Verbal Presentation: The way that speech communicates the museum message. It may be through audio clips, tour guides, video narration etc. 87
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