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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Audio Guides And Human Tour Guides: Measuring Children's Engagement &amp; Learning At A Museum Setting</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Valentina Nisi</string-name>
          <email>valentina.nisi@m-iti.org</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>António Coelho University of Porto Porto</institution>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Madeira Interactive Technologies Institute Madeira Island</institution>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Vanessa Cesário University of Porto / Madeira Interactive Technologies Institute Madeira Island</institution>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>18</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>In this poster we present a study exploring the benefits of using audio guides instead of human tour guides to foster children's engagement and learning outcomes during their visit to a natural science museum. We conducted an experiment in a museum with 25 children from a school (9-10 years old) in order to discover if there was any effect of the usage of audio guides regarding children's engagement and learning outcomes. We did a pre-test and post-test analysis for learning, applied scales and conducted qualitative observation. We found that children using the audio guide were keen to repeat the tour. We also noticed differences in the learning outcomes (the group without audio guide had better results), although it was not statistically significant. We conclude the poster with a set of suggestions to increase enjoyable learning experiences for children when using audio guides in a museum tour.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>MEASUREMENTS
The independent variable was to
carry out the museum visit with
or without an audio guide. The
dependent variables were the
engagement with the exhibition
and the learning outcomes.
Engagement: To measure
engagement we used validated
scales from the User Evaluation
Toolkit (the Again-Again Table to
measure engagement, and the
Smileyometer to measure
enjoyment).</p>
      <p>Learning: The learning goal of
the tour to the museum was to
know about the whale hunting’s
process through the last years as
well as the materials and items
which could be derived from the
whale hunting. We carried out a
general pre-test/post-test
assessment of their knowledge
before and after the visit,
regarding the same issues with
the same level of difficulty.
Qualitative data: In the end of
each tour, the researcher asked
to each group at once if they
enjoyed the tour and why in
order to have qualitative
feedback about the experiment.</p>
    </sec>
    <sec id="sec-2">
      <title>ACM Classification Keywords</title>
      <p>B.4.1 Data Communications Devices; K.3.1 Computer
Uses in Education</p>
    </sec>
    <sec id="sec-3">
      <title>Introduction</title>
      <p>
        Museums are slowly but surely moving away from the
metaphor of being just collections of artifacts to
become centers where people can engage and
empower their knowledge by discovering and
challenging themselves [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ]; visitors are turning from
passive to active participants [
        <xref ref-type="bibr" rid="ref5 ref9">5,9</xref>
        ]. Usage of audio
guides at the museums dates back to the 1950s [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
allowing museums’ audience to indulge in narratives
that aid the construction of meaningful memories as
well as providing the fulfillment of a complete
experience. Although the museums’ spatially
constructed narrative might be present in a logical and
consistent way, not all visitors choose to follow, learn
and engage with it [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Though, there are absolute
cases where the visitor’s mental model discords with
the design of the exhibition that they are interacting
with [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], changing the focus from experience onto the
guide’s design itself, interrupts the flow [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] which
eventually leads to frustration and poor user
experiences. Therefore, learners might fail to
elaborately appreciate the exhibits due to its
abundance of precious information and time constraints
which may ultimately lead to information overload [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ];
or due to the lack of interest of visitors in the
interpretation of the exhibit [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Having said that,
museum oriented learning is a quintessential research
topic in the field of informal learning, and those poor
user experiences that could occur during this learning
process need to be related, understood and dealt with
in order to craft an informal learning environment that
enables children to explore, elaborate and expand their
knowledge within the museums.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Experiment location</title>
      <p>In order to better understand what is the effect of the
usage of audio guides regarding children’s engagement
and learning outcomes we conducted a study during
the Whale Hunting exhibition (Figure 1) at the Whale
Museum from Madeira Island which has audio-guided
tours to engage their visitors. The audio guide devices
were built both for children and adults’ usage. The
museum uses two different approaches for the audible
content, one for adults with an adult narrator voice,
and another for children with young voices in a
dialogue with each other, prompting the listener to
search for items and to take an accurate look at them
better and understand several scientific or historical
concepts tied to the exhibit. Near each artifact or set of
artifacts, there are marks on the floor in order to
prompt children to go to the specific location and listen
to the podcasts (Figure 1). This is due to the nature of
audio guides being activated by sensors. In the adults’
version, the user has the choice to type a specific code
that is near the art piece to get more detailed
information about that particular piece. On the
contrary, the children’s version remains unresponsive
to any manual inputs.</p>
    </sec>
    <sec id="sec-5">
      <title>Sample</title>
      <p>We focused on 9-10-year-old children taking advantage
of the highest children’s target groups who visits this
particular museum. The sampling method that was
chosen is a non-probability based method, mainly a
convenience sample. After obtaining consent from one
single school we selected 25 children between 9-10
years old of two different classes. The children had
never been in the chosen museum before. The users in
the same class knew each other; hence to minimize
this bias, we randomly picked the students and then
categorized them into two groups: one for conducting
the visit with the audio guide and a human guide
(Group A) and another one to perform the same task
only without any digital device (Group B). After all the
students have been assigned to a group we went on to
issue them with numbered stickers which they stuck on
their outfits in order to easily identify their group
(Figure 2). Group A contained 13 participants (8 males,
5 females). Group B contained 12 participants (4
males, 8 females). With Group A, the tour lady
prompted the users to go to the specific places to hear
the narrated audio piece; with Group B, the lady herself
narrated specific stories and concepts when near each
artifact (Figure 3).</p>
    </sec>
    <sec id="sec-6">
      <title>Results</title>
      <p>
        Quantitative results: engagement, learning
On the Again-Again Table [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] the value of the
ChiSquare is 8.440. This value was significant (p&lt;0.015).
This significant result indicates that there was an
engagement associated when going on a visit with the
audio guide. Therefore, and for this sample, we can
conclude that the type of visit performed significantly
influenced the children: they would go to the museum
again for the audio guide but not for a visit without this
tool. Regarding the Smileyometer [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], although we had
higher values on ranks, the Test Statistic showed us
that those results were not significant; enjoyment
(Smileyometer) in Group A (MD=5) did not differ
significantly from Group B (MD=5), U=77, with small
effect size (R=-0.02). Regarding the Learning, the
difference between the knowledge acquired in the
Group B after the exhibition without audio guides
(M=15.42; SD=28.01) was greater than those who
made the visit with the audio guide (M=2.23;
SD=28.28). This difference was not significant T(N-1)=t,
p&gt;0.05, with a small effect size of 0.24. Regarding this
sample, we can infer that a visit without the audio
guide can increment the learning same as a visit with
an audio guide does. Although these preliminary results
go in this direction, further studies with a larger sample
are needed in order to clarify these results.
      </p>
      <p>Qualitative results: verbal appreciation
Group A generally enjoyed the tour with the device
telling that it was a fun way to make the museum tour.
Nevertheless, some of the children told that the audio
guide had too long podcasts. The general verbal
appreciation was at follows: “I loved it!”; “It’s funny!”;
“It speaks a lot!!”; “At the beginning I thought that the
tool was a cell phone for us to talk to each other…”.
This last comment was due to the physical aspect of
the audio guide device (Figure 2). Regarding Group B,
at the end of the tour, this group was prompt with the
possibility of having had done the visit with an audio
guide. Hence, they were asked about their preference
for doing the visit with or without the audio guide. They
enjoyed the visit without audio guides in general,
although most of the group would like to try the visit
with the audio guide. However, they liked the tour lady
explaining and the fact that they could talk with their
friends while performing the tour. The general verbal
appreciation was at follows: “I did like this visit not
being with audio guide; otherwise, I could not talk with
my friends”; “I would rather do a visit with an audio
guide rather this one because the audio guide is new
stuff!”; “I would like to try with the audio guide”; “I
liked this visit with the lady explaining”.</p>
    </sec>
    <sec id="sec-7">
      <title>Summary of statistical</title>
      <p>tests applied</p>
    </sec>
    <sec id="sec-8">
      <title>Contribution</title>
      <p>In order to explore the benefits of using audio guides
instead of human tour guides to foster children’s
engagement and learning outcomes during their visit to
a natural science museum, we argue merging the use
of audio guides along with human tour guides would be
a better solution for providing more enjoyable learning
experiences. We propose to enhance the usability of
the audio guides while adopting the benefits of human
tour guides. Thus, allowing museums’ curators to
improve the flow of the experience as well as possible
consequent learning. We recommend the following
improvements for an audio guide tour aimed at
children:
- Device: the physical device for audio guides (at least
without touchpad as the one of the Whale Museum)
should be built for children’s usage and not for both
adults and children. We noticed significant constraints
feedback when inserting the numbers through the
keyboard.
- Sensors: the usage of sensors should not interrupt
the flow of the experience. Children noticed that the
podcasts were always being repeated if they remained
at the same place. An improvement could be to utilize
the device’s keyboard to dial the exhibits’ number to
prompt the children with the audible content; this
avoids the repetition of content while providing the
ability replay a content at the child’s will.
- Content: the content of the podcasts should prompt
the children to request additional information about the
exhibits from the human tour guide.
- Human Tour Guide: the human tour guide should
tailor their tour by incorporating audio guides. We
recommend having the human guide to capture the
attention of the children and allow them to listen to the
podcasts at the same time. The human tour guide
should direct the children to appropriate artifacts that
are significant for the children and ask them to insert a
specific code corresponding to the exhibit on the audio
guide device. After everyone has gone through the
audible content, the human tour guide should sum up
the information and invite the children to share what
they think of the exhibit in order to promote reasoning,
discussion, and socialization among the group</p>
    </sec>
    <sec id="sec-9">
      <title>Concluding remarks</title>
      <p>The poster presents the study conducted at the Whale
Museum of Madeira Island. Given the increasing
interest that mobile devices have taken as mediators of
museum experiences, the study aimed to verify if audio
guides enhance engagement and learning in
9-10-yearold children. To that end, we involved a sample of 25
children and divided them into two groups, one doing
the visit with the audio guide and a human guide, and
the other one only without the audio guide. Data were
gathered through different measurement tools,
pre/post questionnaires, and observations. A series of
statistical tests, triangulated with qualitative data, led
to the conclusion that audio guides enhanced
engagement due to its “novelty” effect but hindered
learning and social interaction. Although our
preliminary results go in this direction, the small
sample gathered was a limitation and further studies
are needed in order to clarify these results.</p>
    </sec>
    <sec id="sec-10">
      <title>Acknowledgments</title>
      <p>ARDITI, project number M14-20-09-5369-FSE-000001.</p>
    </sec>
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