Exhibit Case Concept for The Children's Museum of Indianapolis
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Exhibit Case Concept for The Children's Museum of Indianapolis

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Exhibit Case Concept for The Children's Museum of Indianapolis Exhibit Case Concept for The Children's Museum of Indianapolis Document Transcript

  • Kavita Singh MSTD A560 Interpretation Plan December 9, 2013 Case Concept for The Children’s Museum of Indianapolis Educational Purpose: For this case, “Games We Play: Popular American Board Games from Then & Now,” the educational purpose is to demonstrate how board games reflect American history and culture from the era in which they were conceived. By using popular board games such as Monopoly, Life, and Trivial Pursuit, this ephemeral case uses objects that are easily recognizable and appeal to visitors from multiple generations. Since many visitors have heard of or played some version of these games, this object case can sprout conversations of personal memories and encourage learning opportunities through scaffolding strategies between parents, grandparents, and children. By placing the original version of the game and juxtaposing it next to its modern version, the objects visually demonstrate their changes and how they relate to their corresponding time period. The popular board games also reveal cultural and family values about American life and offer an opportunity to compare and contrast how these values have changed over time. This object case will also have an interactive component with iPads that ask visitors questions and record their responses, which will be sifted through for appropriateness, and posted to an online forum via the Museum’s website. This encourages audience participation through visitor-generated content and promotes visitors to continue interacting and learning from home. Visitor Objectives: • Visitors will gain a general understanding of the history of popular American board games • Visitors will use critical thinking skills to compare and contrast the original versions of the board games to their modern adaptation • Visitors will respond to interactive questions and consider their personal relationship to board games • Visitors will consider the future of board games and how they might relate to the changing landscape of American culture • Visitors will interact with the iPad component and respond to a variety of questions related to the object case • Visitors will continue to think about and explore board games within American culture by using the online counterpart at home
  • • If the iPad and online components are successful, visitors will have future opportunities hosted by TCM to learn about and experience American board game culture List of Objects Used: • Object #1- Monopoly, 1933 • Object #2- Monopoly Revolution, 2010 • Object #3- The Game of Life, 1960 • Object #4- The Game of Life: Twists & Turns, 2007 • Object #5- Trivial Pursuit, 1981 • Object #6- Trivial Pursuit Digital Choice, 2008 Description of the Physical Layout of the Space: This object case will have a glass front and glass on each side so that visitors can sneak a peek of the contents as they approach from different angles. The case will be fairly large, measuring ten feet wide and four feet tall, in order to make room for all six objects. It will be approximately two feet deep to accommodate each object. Each original board game will display the box to the left and the fully opened board next to it on the right, along with an interpretive label below the display. The newer, modern version of each board game will be exhibited below the original game, but with an opposite order of the opened board to the left and the box to the right, along with an interpretive label below. This will create a zigzag visual display so that similar parts of the object are not stacked on top of one another. Furthermore, bright colors and lively text and labels will accompany the objects, along with background images to add dimensionality to the exhibit. The label for the title of the case will be much larger than the regular labels inside the case. The large title label will be displayed above the case so that visitors can understand the case concept whether they approach it from the left or right. Under the case title label, a short introductory label will be displayed to demonstrate what the case explores. Two slanted stands will emerge from the bottom of the case with iPads that encourage visitors to respond to interactive questions, participate by telling their personal memories, and exploring stories from other visitors about these popular board games. The iPads will also have an audio component for visitors that are visually impaired so that they may hear what the labels say, explore the questions in an audio format, and orally record their responses. This component will also be helpful for younger children who cannot yet read or write, but would like to listen and interact. Labels: • Label for Title of Case Games We Play: Popular American Board Games from Then & Now • Introductory Label:
  • Monopoly, Life, and Trivial Pursuit: What do these board games have in common? Board games are a popular American pastime and a fun way to spend family night. These particular board games are favorites that have been around for quite sometime and now have newer, modern versions. Learn how these games have changed and what they say about American history and culture. Look closely to see what is the same and what is now different. • Label for Object #1- Monopoly Created during the Great Depression, this game allowed players to forget about their real financial concerns by gaining money through owning and developing properties. • Label for Object #2- Monopoly Revolution Pass ‘Go’ and collect $2 million! This new version of Monopoly is on a circular board, uses an ATM and debit cards, and gives you much more money for passing ‘Go.’ • Label for Object #3- The Game of Life Life’s a game! In one of the first 3D games invented, players compete to win by accomplishing life goals such as raising a family and making the most amount of money with their job. • Label for Object #4- The Game of Life: Twists & Turns Cha-Ching! Use a credit card in this version of Life, where the winner isn’t rich with money but with life experiences. • Label for Object #5- Trivial Pursuit This original trivia game asks visitors questions related to the history and culture of the 1960s, 1970s, and 1980s, which were current events at the time. • Label for Object #6- Trivial Pursuit Digital Choice Choose your own trivia! In this modern version of Trivial Pursuit, you can customize your experience by downloading up to date questions of your choice through the Internet. Questions for Visitors: View slide
  • These questions will be available for visitors to explore through interactive labels and the iPad component of the object case. Visitors will be encouraged to leave their answers here or visit the site online later. • LABEL: What visual differences and similarities do you see between the original and newer version of each board game? (Relates to material context) • LABEL: What differences and similarities do you see between ALL of the games? (i.e. discuss how the newer versions use credit cards and demonstrate different American values) (Relates to cultural context) • IPAD: What is your favorite board game? (Relates to personal context) • IPAD: What memories do you have playing board games? Share your story or ask your parents and grandparents about their personal memories playing these board games. (Relates to personal and cultural context) • What sort of board game would you create that tells a story about American culture today? Take it one step further: With the help of an adult, create your own modern board game. Send us a picture of your creation, along with the rules for your game, and we will post it in our online gallery! (NOTE: The idea is that if enough people participate, TCM will host a homemade board game night, where people can play the games created by their own community members) (Relates to cultural, personal, and material context) • Did you know? All three of these games are available as video games on Nintendo Wii. Do you think board games will disappear due to the popularity of video games today? Answer yes or no, and see how your opinion lines up among other visitors! (Relates to cultural, personal, and material context) Object Material-Cultural-Personal Context: In addition to the questions above, the object material, cultural, and personal context is explained below: • Material Context o Since these board games are fairly popular, the physical material is something most visitors have touched at some point when playing the games. By juxtaposing the original and newer versions of each board game next to each other, visitors can easily see how the material nature of each game has changed. For example, the use of technology for the credit and debit cards in Monopoly and Life and trivia cards for Trivial Pursuit requires additional digital machinery, but does not have paper money or cards like in their original versions. • Cultural Context o This context is explored primarily through the history of childhood and family culture in America. Using board games, a popular leisure activity in American homes, the object case explores how these games are not only a symbol of American culture and family life, but also a reflection of the time period in which they were created. Certain topics between then and View slide
  • now are explored: family values, career/education, what defines success, the development and use of technology, and information about popular culture and current events. • Personal Context o These objects are popular board games that are easily recognizable and most likely used by visitors, making them fairly relatable and approachable. The objects can speak to personal experiences and memories by audience members of varying generations. Additionally, the newer versions allow a younger audience to understand that their American childhood is very different from their parents’ or grandparents’ childhood. Additional images could also accompany the exhibit case to further illustrate this point and add dimensionality to the exhibit.
  • References BoardGameGeek, LLC. (n.d.). BoardGameGeek: Gaming Unplugged Since 2000. Retrieved from http://boardgamegeek.com/ Family Circle. (n.d.). Board Games 2.0. Retrieved from http://www.familycircle.com/ teen/activities/new-board-games/?page=1 National Museum of Play Online Collections. (n.d.). Games. Retrieved from http://www.thestrong.org/online-collections/nmop/3 Whitehill, B. (1999). American Games: A Historical Perspective. International Journal for the Study of Board Games cnws, 116-141.