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In all of the work I have been doing with museums and science centers lately, I hear the same concerns over and over again:  How do I add more engagement to my existing exhibits without breaking the bank on new tech or hiring more staff? History museums in particular face this obstacle.

Well good news!  I’ve got some ideas listed below that can solve your concerns and NOT bust your budget.

1. Hands-On Replicas and Artifacts

Provide replicas of historical artifacts allowing visitors to physically handle and examine items up close, offering a tangible connection to the past. This approach makes the historical experience more relatable and less abstract, inspiring a deeper understanding and curiosity.

2. Interactive Boards and Flip Panels

Adding interactive boards or flip panels to the exhibits can encourage visitors to actively participate in their learning experience. These can include questions, puzzles, or hidden information that visitors can uncover, which adds an element of discovery and engagement without needing digital technology.

3. Static Clue-Based Scavenger Hunts

Create a scavenger hunt that visitors can engage with at their own pace which encourages exploration and attention to detail. Providing clues or questions that lead visitors through the exhibits can turn a visit into an adventure, making learning fun and memorable.

4. Storytelling Through Letters and Diaries

Incorporating facsimiles of letters, diaries, or historical documents within displays allows visitors in history museums to explore personal stories and perspectives from the past. This method helps humanize historical figures and events, creating emotional connections without the need for digital aids or live performances.

5. Thematic Pathways

Design thematic pathways through the museum that guide visitors on a journey through specific topics or eras. By organizing exhibits around exciting themes and providing clear, engaging signage, your museum can offer structured yet self-guided tours that cater to varied interests.

6. Question and Reflection Prompts

Place thought-provoking questions or reflection prompts throughout the exhibits which encourage visitors to think critically about what they are seeing and how it relates to their own lives or contemporary issues. This strategy creates personal connection and deeper engagement with the content.

7. Interactive Maps and Timelines

Large, printed maps or timelines with movable markers let your visitors track historical movements, events, or developments. This hands-on approach helps visitors understand the scope and scale of historical events in a tangible way.

8. Role-Playing or Persona Cards

Offer visitors the chance to adopt an historical persona or a role when they enter the museum and engage with the exhibit through the eyes of that persona. This adds a layer of immersion through the use of the visitor’s own imagination.

9. Feedback Walls or Comment Books

Encourage your visitors to leave their thoughts, reflections, or answers to specific questions on a feedback wall or in a comment book. This allows them to contribute to the collective museum experience.  It can also provide a sense of community and shared discovery, as well as provide valuable feedback for the museum.

10. DIY Craft or Activity Stations

Set up activity stations where visitors can engage in historical crafts or activities at their own pace allows for hands-on learning without the need for digital technology or additional staff. These stations can include simple instructions and materials for activities relevant to the museum’s theme, such as making mini catapults (with soft projectiles, of course) in a medieval exhibit.

By adding these low or no-tech and low staff solutions, history museums can create more engaging and interactive exhibits that enhance the visitor experience by encouraging active participation, personal reflection, and hands-on learning. Give one of these ideas a try (or let us know if you need help) and help make history accessible and engaging for all ages.


 

Guardian Adventures provides immersive and interactive elements consulting and program development for museum and science centerssummer campsamusement & attraction industries, and more.


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Live Action Role Playing (LARP) has emerged as an innovative and engaging vehicle for museums to educate visitors about artifacts and cultures. This immersive approach involves participants actively engaging in role-playing scenarios that are often based on historical, cultural, or fantastical themes. By integrating educational LARP (also known as EduLARP) into their programs, museums can offer a more dynamic way to experience history and culture, moving well beyond traditional passive learning methods like reading a placard or watching a video.

 

Educational Benefits of LARP

 

  1. Enhanced Engagement and Learning Retention: LARP activities in museums create a participatory learning environment. Numerous studies have shown that active participation in learning activities significantly enhances memory retention and understanding. For instance, a study by National Training Laboratories found that the average retention rate for participatory teaching methods like practice by doing was 75%, compared to just 5% for lecture-based learning1.

 

  1. Fostering Empathy and Cultural Understanding: By stepping into the shoes of historical figures or cultural representatives, participants gain a deeper understanding and empathy for different perspectives and ways of life. This experiential learning approach is shown in research indicating that role-playing can effectively foster empathy and social understanding2.

 

  1. Encouraging Critical Thinking and Creativity: LARP in museums challenges participants to think critically and creatively as they navigate through scenarios. This aligns with educational theories that emphasize the importance of critical thinking and problem-solving skills in learning3.

 

How to Add LARP into Your Museum

 

  1. Design Culturally and Historically Accurate Scenarios: Right from the start of the planning stage, it’s vital for you to collaborate with historians and especially cultural advisors, who are active members in that culture, to ensure the accuracy of the LARP scenarios. This not only respects the represented cultures but also provides an authentic learning experience that doesn’t cross over into cultural appropriation. If you don’t have program designers on staff, you can bring in an experienced designer who knows how to work with cultural advisors. Another important consideration is making the LARP accessible.

 

  1. Incorporate Artifacts and Exhibits: Your LARP scenarios can be designed around specific artifacts or exhibits, allowing your guests to interact with the history or artifacts (such as replicas) and learn about them in a contextually rich setting. This method can bring life to your museum’s historical artifacts and make their stories more relatable.

 

  1. Train Staff and Volunteers: Effective implementation of LARP in museums requires recruiting and training staff or volunteers who can guide participants and ensure a safe, respectful, and educational experience. Another important aspect of the experience is to engage the participants in a Debrief so that they can connect their new knowledge with their own lived experience. Ideally, the training is accessible as an online course or hybrid program so that your additional or future staff can learn how to run the adventure outside of the original training group. This helps ensure that you are not left with a lack of people capable of running the LARP due to limited staffing.

 

Case Studies and Examples

 

Several museums have successfully integrated LARP into their educational programs. For instance, the Guangdong’s Jiangmen Museum in China has conducted LARP sessions where participants engage in scenarios based on ancient civilizations, providing a hands-on experience of history4. Similarly, the Museum of the Moving Image has hosted LARP events that immerse visitors in their exhibition “Creatures from the Land of Thra: Character Design for The Dark Crystal: Age of Resistance”5.

 

More museums are stepping into the realm of high interactivity in a way that doesn’t necessitate investment in expensive technology and instead capitalizes on the human to human interaction that guests of all ages crave.

 

Key Takeaway Points

 

  • LARP in museums represents a dynamic intersection of education, history, and interactive storytelling. 
  • LARP enhances engagement and learning retention, fosters empathy and cultural understanding, and encourages critical thinking and creativity.
  • Its successful implementation, as seen in institutions like the British Museum and the National Museum of Denmark, proves its potential in transforming how museums educate and connect with their visitors. 
  • The key to its effectiveness lies in the careful design of scenarios with cultural advisors, integration with artifacts, and skilled facilitation.

 

References

  1. National Training Laboratories, “Learning Pyramid,” 
  2. The Effect of Roleplay to Increase Empathy Toward Students with Disruptive Classroom Behavior
  3. The Importance of Critical Thinking on Teaching Learning Process
  4. Guangdong’s Jiangmen Museum LARP
  5. Museum of the Moving Image LARP

 

Guardian Adventures provides LARP and game consulting and program development for museum and science centerssummer campsamusement & attraction industries, and more.


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Live Action Role Playing (LARP) and tabletop Role-Playing Games (RPGs) are finally being recognized as effective educational tools because they harness the power of immersive experiences to facilitate learning. Back in 2002, our company recognized that these role-playing modalities leverage three key motivators for learning: Autonomy, Progress, and Belonging. These happen to be the same motivators that make video games so appealing to participants. We just decided to “unplug” the experience and replicate these elements within LARP and RPGs. Our success allows us to shed light on their potential to greatly enhance the educational experience.

 

Autonomy: Personalized Learning Paths

 

Autonomy in learning is about offering choices and control over the learning process. In both LARP and RPGs, players are given the freedom to choose their characters, actions, and responses to various scenarios, which aligns with the Self-Determination Theory (SDT). This theory states that autonomy is a critical factor in motivating learners. Studies have demonstrated that when learners feel a sense of autonomy, they are more likely to engage deeply and meaningfully with the material[1]. In LARP and RPGs, this translates to participants actively engaging in creating their own story from the narrative and making decisions that influence action and their character’s development, mirroring real-world decision-making.

 

We also differentiate “autonomy” from “agency” in LARP and RPGs. Agency, in this sense, is the ability to change the narrative outcome. In other words, a typical board game has specific outcomes for winning. However, in LARP and RPGs that allow a higher level of agency, the game designers and the game facilitator will actually change the overarching narrative to reflect the decisions of the players – even so far as completely re-writing what they originally had in mind if necessary. This degree of player agency is a powerful aspect of co-creation and can improve the overall experience.

 

Progress: Visualizing Skill Development

 

Progress is a vital motivator in learning because many participants and learners need to see and measure their growth. In LARP and RPGs, progress is often tangible and visible. An example of this is providing players with “Skill Tokens” when they accomplish a specific task. These tokens can then be used to purchase more character skills or even artifacts or information that can be instrumental in the navigation of the challenges their character faces.

 

Participants also develop skills in areas such as problem-solving, communication, teamwork, and even STEM education if the game is an EduLARP. The experiential learning model, which both LARP and RPGs embody, emphasizes learning through experience and reflection (or Debrief), leading to a deeper understanding and retention of knowledge[2]. Players also get to navigate through challenges and achieve specific goals in the game seeing their progress in real-time, which is both motivating and rewarding.

 

Belonging: Creating a Community in Role-Playing 

 

Of the three motivators listed, the most important is Belonging. If a player or student does not feel like they belong in the game or learning environment, then they will not feel agency and likely have a distorted sense of progress compared to the other participants. LARP and RPGs can create a unique sense of community among participants by encouraging the players to bring aspects of themselves into the game environment and have those aspects make a difference. This can create a level of authenticity in the experience that encourages them to feel like they not only belong… they matter. An example of this is creating a special skill for a player who likes to sing – and that if they sing their wizard spell, it creates a more powerful impact in the interaction.

 

This aspect of belonging aligns with Vygotsky’s Social Development Theory, which emphasizes the importance of social interaction in learning[3]. The collaborative nature of role-playing activities encourages communication, empathy, and understanding among players while building a supportive community that values differences and varied lived experiences. This sense of belonging can lead to increased motivation, engagement, and retention of information, as players feel they are authentically part of a larger, meaningful experience.

 

The Role of Game Masters in Facilitating Learning

 

In both LARP and RPGs, the role of the Game Master (GM) or facilitator is crucial in guiding the narrative and ensuring a positive learning experience. The GM make the game more inclusive by exploring the culture of some or all of the participants. They can adapt the game to suit educational objectives, adapting scenarios to reinforce specific skills or knowledge areas[4]. Examples of this include players learning spells that are based in physics or warrior characters learning about the geometry of sword fighting. This adaptability can also enhance the autonomy and agency of the learners if the game evolves to meet their individual needs and interests. An example of this is allowing the players to research and create their own spells or skills based in STEM.

 

The motivators of Autonomy, Progress, and Belonging not only make learning more engaging but also help the participants better understand how they can co-create a thriving learning environment or workplace. The integration of LARP and RPGs that use these motivators into educational frameworks can prepare learners for real-world challenges in a way that traditional methods cannot replicate.

 

 

Footnotes

  1. Ryan, R. M., & Deci, E. L. (2000). “Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being.” American Psychologist.
  2. Kolb, D. A. (1984). “Experiential Learning: Experience as the Source of Learning and Development.” Prentice-Hall.
  3. Vygotsky, L. (1978). “Mind in Society: The Development of Higher Psychological Processes.” Harvard University Press.
  4. Bowman, S. L. (2010). “The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity.” McFarland & Company.

 

Guardian Adventures provides LARP and game consulting and program development for museum and science centerssummer campsamusement & attraction industries, and more.


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As treasure troves of culture and knowledge, museums hold untold potential not just as destinations for school field trips, but as extensions of the classroom. In particular, when museums offer educational resources for teachers, they greatly enrich the curriculum and provide students with a deeper, more contextual understanding of their subjects. As well, resources based on games and stories can tap into the vast potential for interactive learning to make a lasting impact on each student’s educational experience.

 

Museums as Educational Partners

 

Enriching the Curriculum

Museums possess a wealth of artifacts and exhibits that can bring textbooks to life. By offering access to curated educational resources about those exhibitions, museums can help teachers provide a more nuanced view of complex subjects, from history to science. For instance, history teachers can use online museum archives to show actual artifacts from the period they’re teaching, allowing students to make a tangible connection with the past.

 

Tailoring Learning

Teachers can often feel constrained by the rigidity of standardized curricula. Museum resources can offer the flexibility to tailor learning experiences to the needs and interests of their class. For example, science teachers might incorporate virtual tours of natural history museums to complement a unit on evolution or biodiversity, giving students a glimpse of the diversity of life forms far outside of the student’s own location and the adaptations of those life forms to their environment.

 

The Power of Game-Based Resources

 

Engagement Through Interactivity

Game-based learning harnesses the engaging power of play to encourage active learning and problem-solving. When museums offer resources in the form of games, they capture the attention of students who might otherwise be disengaged. This method can be particularly effective for complex STEM topics, which often benefit from interactive models and simulations that can make challenging concepts more accessible – even allowing the introduction of higher level thinking at a lower grade level.

 

Learning by Doing

Educational theorists have long touted the benefits of experiential learning—learning by doing. Games and interactive simulations offered by museums can provide hands-on experiences in a virtual format. For example, an online game that allows students to simulate archaeological digs can teach them about the scientific process of uncovering and analyzing historical artifacts.

 

Accessibility and Reach

In an age where technology pervades every aspect of life, digital resources can overcome the limitations of geography. Museums that provide online game-based resources for teachers to use in their classroom can make their collections and expertise available to a much broader audience. A small rural school, miles from the nearest museum, can still benefit from high-quality educational games developed by leading institutions.

 

Examples of Game-Based Museum Resources for Schools

 

  1. History Mystery Games – Museums can create online games where students analyze primary source documents and artifacts to solve historical mysteries.

  

  1. Virtual Physics Labs – Science museums can offer interactive simulations where students conduct virtual experiments to learn about physics principles.

  

  1. Eco-System Simulators – Natural history museums can develop games where students manage virtual ecosystems, learning about environmental science and biology.

  

  1. Math Puzzles from Art – Art museums can offer pattern and geometry games based on their art collections, integrating math and art education into an interdisciplinary approach and allowing students who excel in each subject see the value in both.

 

  1. Language Learning Through Exploration – Language museums can create exploration games where students practice language skills while learning about the history and culture of the language.

 

  1. Cultural Role-Playing Games – Anthropology museums can provide role-playing games where students take on roles to uncover information through the stories of different cultures, promoting understanding and empathy.

 

  1. Interactive Storytelling – Literary museums can develop interactive narratives that allow students to engage with literature in a choose-your-own-adventure format.

 

  1. Astronomy Quests – Science centers with planetariums can create quest-based games that teach students about astronomy and space exploration.

 

  1. Engineering Challenges – Technology museums can offer design and build challenges that give students a taste of engineering problem-solving.

 

  1. Virtual Museum Building – Students can learn about curation and exhibit design by creating their own virtual museum exhibits.

 

As museums continue to evolve, their role in education can expand through the provision of game-based resources for teachers. These resources harness the potential for interactive, engaging learning, making subjects come alive for students in diverse and innovative ways. By investing in these resources, museums not only fulfill their educational missions but also ensure that their treasures have a lasting impact on the learners of today and the leaders of tomorrow.

 


 

Guardian Adventures provides consulting and program development for museum and science centers, summer campsamusement & attraction industries, and more.


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Science centers and children’s museums are on a constant quest to engage and inspire individuals of all ages to be curious and explore the world around them. However, not everyone absorbs information the same way—some visitors need more dynamic, interactive experiences to grasp complex subjects. They need an interactive game for motivation or a story for context… and even better: A role to play in that story. This is where games and Live Action Role-Playing (LARPs) can offer a new dimension for educational immersion. 

 

Why Games and LARPs Are Effective Tools

 

Interactive Learning

Games and LARPs (also called EduLARPs) can turn abstract theories and ideas into something more tactile and experiential. They promote interactive learning, which research shows increases retention and understanding1. The game environment can engage the emotions of a learner which encourages them to persevere through the learning process. Simply studying a topic does have it’s place when the topic requires significant memorization. But it’s terribly difficult to get excited about memorization.

 

Catering to Different Learning Styles

Different people have different learning styles—visual, auditory, reading/writing, and kinesthetic. Games and LARPs are designed for multiple learning styles and can accommodate different lived experiences, making the educational process more accessible and culturally inclusive2. This is especially true for learners who love video games or movies because the best games involve the use of storytelling.

 

Encouragement of STEM

By embedding scientific, technological, engineering, and mathematical (STEM) principles into a game or LARP scenario, participants can understand these concepts in an applied setting, boosting their interest in STEM fields3. It’s also possible to use these methods to introduce higher level scientific concepts to younger children. There is a limitation, of course, in that metaphors and fantastical stories are sometimes the vehicle for education. So it is important that the teacher helps the students understand that these aspects may not fully encompass the complexity of the scientific concepts. But if the learner is truly inspired, they may pursue more traditional learning in the future.

 

Five Examples of Games and LARPs in Educational Settings

 

1. Phantom Physics: Quest for the Hidden Particle

This is an exciting and interactive 30 minute LARP mystery that teachers can run in their classroom or over Zoom about Particle Physics for ages 8-10. Created with materials from CERN with permission

 

2. Crack the DNA Code

You’ve spotted some products in a shop in New York City. You have a hunch that some of them are from endangered animals. The store owner claims the products are all legal. It’s your job to find out which products were made from endangered animals. It’s your turn to be a DNA detective!

 

3. Mathlete Tournament

A competitive game where teams solve math problems to “score goals,” turning abstract equations into a tangible, goal-oriented activity.

 

4. Astronaut Training Camp

A LARP that mimics the challenges and exercises astronauts go through, embedding physics and engineering concepts within the challenges.

 

5. Elixir of Life STEM Adventure

In this course, instructors learn how to run an immersive LARP where your guests are thrust into a crime-solving adventure set aboard a cruise ship in the year 2070. This LARP requires more equipment resources than are typical for a classroom.

 

As the pinnacle of Informal Learning, science centers and children’s museums can provides a wide array of benefits to their learners when they integrate LARPs and games into their displays or experiences. They improve interactive engagement, apply to multiple learning styles, and encourage an interest in STEM fields. These institutions are already renowned for making science interesting and they have a much wider leeway than schools for making science not just informative, but also fun and accessible.

 

Footnotes

 

1: Kapp, Karl M. “The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education.” Pfeiffer, 2012.

 

2: Coffield, F., Moseley, D., Hall, E., & Ecclestone, K. “Learning styles and pedagogy in post-16 learning: A systematic and critical review.” Learning and Skills Research Centre, 2004.

 

3: Honey, Margaret A., and Margaret Hilton, eds. “Learning science through computer games and simulations.” National Academies Press, 2011.

 


 

Guardian Adventures provides consulting and program development for museum and science centers, summer campsamusement & attraction industries, and more.


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The world of science is vast and intriguing, but is often seen as a subject that should be limited according to grade level. However, just like teaching a child to swim in the shallow part of a pool before diving into the deep end, we can introduce elementary school students to the depths of higher-level science if we use the right techniques. Early exposure to advanced concepts not only lays a stronger foundation for future learning but also ignites an innate curiosity that can last a lifetime.

Here are just a few benefits of introducing advanced science concepts early:

  • Broadened Horizons and Deeper Curiosity: Studies have shown that children are natural-born scientists, innately curious and constantly exploring the world around them1. By introducing higher-level science concepts early, we’re essentially feeding this curiosity, paving the way for more profound understanding and exploration in later years.
  • Enhanced Cognitive Skills: Complex scientific ideas challenge young minds, pushing them to think critically and analytically2. This not only prepares them for rigorous academic challenges in the future but also for problem-solving in everyday life.
  • Preparedness for the Future: With the rapid advancement in science and technology, the next generation will be at the forefront of solving global challenges. Early immersion in advanced science provides them with the knowledge and mindset needed to face these challenges head-on.

So now that we know that this is a good idea… the question remains about how we introduce these concepts.  Here are few ideas to get you started:

 

1. Using Metaphors to Explain Complex Ideas

Metaphors are powerful tools that draw parallels between the familiar (what the student already knows) and the unfamiliar (what they do not know), making advanced concepts more accessible. The beauty of metaphors lies in their ability to transform abstract and sometimes intimidating concepts into relatable and digestible information. By connecting the known with the unknown, metaphors serve as bridges to understanding. Here are some examples to highlight using metaphors in explaining complex scientific ideas to elementary school children:

    • Cells as Cities: The cell can be likened to a bustling city. The nucleus, which contains the cell’s genetic material, is like the city hall or control center. The mitochondria, responsible for energy production, can be seen as power plants. The endoplasmic reticulum, involved in protein and lipid synthesis, parallels factories producing goods. This metaphor allows students to visualize the intricate workings of a cell in a context they can more easily understand1
    • Electrical Circuits as Water Flow: Explaining electrical circuits can be daunting for young students. However, if you compare it to water flowing through pipes, it becomes clearer. Batteries can be thought of as water pumps, pushing water (or current) through the pipes (or wires). Resistors can be likened to narrow parts of the pipe where water flow (or current) slows down.
    • Gravity as a Ball on a Trampoline: To understand the concept of gravity and its effect on space-time, think of a trampoline. When a heavy ball (representing a planet or star) is placed in the middle of the trampoline, it creates a dip or curve. Smaller balls (representing smaller celestial bodies or objects) will roll towards the heavier ball, mimicking the gravitational pull2
    • Enzymes as Locks and Keys: Enzymes, which facilitate biochemical reactions, can be hard to visualize. However, by likening them to locks and their substrates as keys, students can grasp how only the right key (substrate) fits into a lock (enzyme) to unlock (or catalyze) a reaction3
    • Particle Physics Quest for the Hidden Particle: This is a Zoom or in-classroom interactive adventure that teachers can run for ages 8-10 that explores particle physics within an exciting mystery.

Note: Metaphors (as well as Games and Stories) are NOT going to hold up under deeper scrutiny and certainly won’t be applicable as you get into more details of how the science works.  It’s also important to know that they can be misused to spread false information if there are not transparent and regular reminders that the content is simplified and not to be taken out of context or mistaken for deeper knowledge. 

 

2. Engaging with Games

Games provide hands-on experience, allowing kids to learn by doing3. For example, introducing the concept of physics through marble races can explore ideas related to motion, energy, and force. Games also offer immediate feedback, which is vital for learning. If a child makes a mistake, they can understand what went wrong right away and try again, which leads to better retention of the concept. Educational games can be tailored to include cultural elements (like stories, below) that make the scientific content more relatable to diverse audiences, breaking down barriers that might discourage some children from taking an interest in science. 

Creating interactive adventures like EduLARPs which utilize autonomy and a sense of progress can motivate learners to do their own investigation outside of the formal learning environment in order to excel at the game. Such tangible experiences are not only exciting and engaging, they can assist with understanding of higher level concepts and inspire more curiosity on the topic.

 

3. Narrating Through Stories

Stories captivate minds of all ages. By weaving scientific concepts into tales, children can grasp ideas within a context they understand. Take the water cycle, for example. Narrating it as a journey of a water droplet traveling from a river to the sky and back again not only simplifies the process but also makes it memorable. Just like games, cultural elements or references can make the subject more interesting as well as applicable to the students. Exploring the stories of scientists who are people of color or who had a disability can reach kids who have that same lived experience in a way that other stories might not. 

 

When stories are combined with games as well as cultural references, you have a powerful triumvirate for learning. You can reach the students by engaging their own interests and meeting them where they are in their preferred learning style. If you add a debrief at the end of the game, story, or metaphor exploration, you will dramatically improve the learning objectives. And when this happens, motivation takes over for learning science concepts that can be far beyond what is considered “grade level”. The outcome can be inspiring kids to see themselves as scientists, not just now, but in the future as a career path. 

 

Footnotes

1. Gopnik, A., Meltzoff, A. N., & Kuhl, P. K. (1999). The scientist in the crib: Minds, brains, and how children learn. William Morrow & Co.

2. Zosh, J. M., Hirsh-Pasek, K., & Golinkoff, R. M. (2015). O the places we will go: The benefits of immersive storytelling for the development of children’s scientific thinking. Frontiers in psychology, 6, 634.

3. Hassinger-Das, B., Toub, T. S., Hirsh-Pasek, K., & Golinkoff, R. M. (2017). A matter of principle: Applying language science to the classroom and beyond. Translational issues in psychological science, 3(1), 5.

 


 

Guardian Adventures provides consulting and program development for museum and science centers, summer campsamusement & attraction industries, and more.


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Transfer is the ability to apply what was learned to new situations – especially situations outside of the formal learning environment. 

We’ve all seen it: A student or employee who has been taught a specific lesson or skill but when the teaching or training ends, they seem to either forget what they learned or fail to understand how to apply what they now know.  In the field of education, this is referred to as a failure to transfer knowledge.

Debriefing is an essential aspect of learning that involves reflecting on experiences, thoughts, and feelings after a lesson or training session, or even a specific event. In both the classroom and the workplace, debriefing can improve lesson transfer. Transfer is considered the pinnacle of all education because without it, the learning will only be applicable in the exact environment in which it occurred.  

Here are some techniques that can be used for debriefing to improve transfer:

  1. Reflection

    Reflecting on a lesson involves thinking about and also discussing what was learned and how it can be applied in the future or in different environments. In the classroom, this can be done through writing assignments, group discussions, or individual reflection. In the workplace, this can be done through post-project evaluations, team meetings, or individual reflection.1

  2. Review

    Reviewing key points through a slightly different lens helps to reinforce what was learned and identifies areas that need further improvement. Summing up the key points of the training or lesson is good – but even better if the summation comes from the learners instead of the trainer. In the classroom and the workplace, this can be done through having the learner reframe and review the lesson by using analogies and metaphors.2

  3. Discussion

    Discussing challenges and successes as it pertains to the topic being learned helps to identify personal areas of strength and weakness, and can help learners formulate solutions to any residual problems. In the classroom, this can be done through group discussions, writing assignments, or individual reflection. In the workplace, this can be done through team meetings, break out groups, and even online forums.3

  4. Identification

    Identifying transferable skills helps the learner see the big picture and how what was learned can be applied in other situations – especially through the lens of what matters to the learner. When applying the learner’s perspective of why the content matters, the learner creates a sense of ownership over the information. In the classroom and in the workplace, this can be done through group discussions, individual reflection, or follow up tasks associated with both the lesson and the interest of the learner.4

Debriefing can have a significant impact on lesson transfer and can help individuals not only understand, but also retain what was learned for a longer period. Through the use of these techniques at the end of a class or training session, you will an improvement in how your students or employees use their newfound knowledge beyond the learning environment.

 

References:

  1. Boud, D., Keogh, R., & Walker, D. (1985). Reflection: Turning experience into learning. Kogan Page Publishers.
  2. Stenger, M. (2017). 10 Ways to Improve Transfer of Learning. OpenColleges.edu.au
  3. Moon, J. A. (2004). A handbook of reflective and experiential learning: Theory and practice. Routledge.
  4. Schön, D. A. (1983). The reflective practitioner: How professionals think in action. Basic books.

 

Guardian Adventures provide consulting and licensing of educational adventures, including a free LARP and cultural programs, for summer campsamusement & attraction industries, and more.


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