Make it Happen: Science Communication in Museums ()
|Language of instruction
|Position within curricula
- 28.04.2023 13:00-17:00 WTG Online Präsenz
- 12.05.2023 14:30-17:00 WTG Online Präsenz
- 02.06.2023 14:30-17:00 Externer Ort (siehe Anmerkung), Neuer Seminarraum im Deutschen Museum
- 30.06.2023 14:30-17:00 WTG Online Präsenz
At the end of the module, students are able to evaluate their practical first-hand experiences of applied project management skills in the context of digital formats of science communication. Students are able to compare and analyze different digital offers in informal learning situations according to standards of digital storytelling and draw conclusions for their own prototypes. On the basis of current science communication theory, students illustrate their ability to think out of the box and connect theoretical knowledge to real-world settings. Additionally, they will apply methods from design thinking approaches to practical task solving as well as plan and structure their workload in their respective interdisciplinary groups. Students will gain a deeper understanding of the importance of feedback loops and self-reflective routines.
When was the last time you visited a museum? And, have you ever visited a museum virtually? Have you ever wanted to see more virtual, digital or interactive offers in museums? Why not create a jump-and-run game for your favourite museum based on its online collection or an interactive science communication experience at the venue? In the course “Make it Happen: Science Communication in Museums”, we will discuss how science communication in museums takes place in exhibitions as well as digitally and virtually. We want to discuss and test formats that break with traditional ways of communication, such as computer games, VR/AR applications, hackathons, science cafes or social media walks. The aim of the course is to enable students to develop small prototypes playing with the history of the Deutsches Museum and its (online) collection applying theories of science communication themselves. For this course prototypes are defined as concepts in the form of graphics, user journeys, etc, however, students are free to develop click-dummies or even digital assets if they have the skills, time or passion to do so. These can be digital or analogue prototypes but must be connected to a part of the current exhibition space or online collection. The ideas will be developed in small groups and supported by the information provided, this includes knowledge about science communication and digital storytelling as well as feedback from the course instructors. During the seminar, students will have access to the Deutsches Museum and its outposts in Munich. The digital department and the Science Communication Lab are available for support throughout the course. The latter offers a space that is ideal to test prototypes inside the museum and evaluate visitor experiences. During the course, students will keep an learning diary to document the development process and reflect on what they have learned. Keeping a learning diary is a method for the students to reflect on their work and will be done individually. Halfway through the course students should prepare a short presentation to discuss the progress of the project. At the end of the course, the prototype should be presented to all course participants in a 10-12 minute online presentation. In addition, the prototype along with notes from the diary should be presented in a 2-4 page pitch.
Teaching and learning methods
Introduction and definition of teams and projects (mandatory) Optional for individual feedback (individual, optional) Feedback session for the prototypes (mandatory) Final presentation (mandatory)
Project work: Learning diary + project sketch (0,5 pages) + presentation (10-12 min) + written pitch (2-4 pages)