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MASTER ART AND DESIGN RESEARCH

UiTM SHAH ALAM

RESEARCH PROPOSAL

THE IMPACT OF HANDS-ON INTERACTIVE EXHIBITS LEARNING IN MUSEUM:


A COMPARATIVE ANALYSIS OF BANK NEGARA MUSEUM MALAYSIA AND
NATIONAL MUSEUM MALAYSIA.

ISTELLA MUNA ANAK JULAI


(2023541485)
1.1 Introduction
Museums are remarkable locations where visitors may enjoy a wide range of experiences.

(Hein, 2018). Museums are commonly recognized as quiet and gloomy institutions by some

members of society and known as less significant in the national development agenda. According

to the International Council of Museums (ICOM), museums are institutions that open to public use

to collect and protect things that witnessing the history of human beings and their environment, to

display as educational and entertainment purposes, to be researched and shared the obtained

knowledge throughout the research with people and to contribute in the development of societies

(Mclean, 2019).

Learning is an active interaction with experience. When visitors utilise any of the museum's

media, they might have a learning experience. Objects and labels, audio-visual displays, theatre

performances, discussions, debates, shows, activity boxes or packs, interactive exhibitions, works

of art, workshops, and websites are just a few examples. Exhibits contain a collection of or

individual artefacts, art pieces, film, or photographs, as well as labels, text panels, and other

interpretive media. Participation in a workshop, usage of an interactive exhibit, finding information

from online resources, handling an object, solving a quiz or worksheet, conversing, or asking a

question of a member of staff, attending a lecture, and going on a guided tour are examples of

activities.
CHAPTER I
BACKGROUND RESEARCH

1.1 Problem Identification and Statements


One of the greatest challenges in hands-on exhibits often involve physical activities, which

can pose safety risks if not properly designed or supervised (Resta, 2021). Sharp edges, loose parts

or inadequate safety measures can lead to accidents or injuries. Museums must prioritize visitor

safety by regularly inspecting exhibits, addressing potential hazards, and providing clear

instructions on safe interaction. Besides that, certain museum house artifacts or objects that contain

hazardous materials, such as chemical, toxins or radioactive substances. Museum collections often

comprise valuable and irreplaceable items, making security a significant concern. Inadequate

security measures can lead to theft, vandalism, or unauthorized access.

Hands-on interactive exhibits are severely absent in Malaysian museums. "I believe there

must be a reason why hands-on activities are not available in certain Malaysian museums."

Malaysia is not as welcoming. According to Wahiza Abdul Wahid experience, European museums

are accessible to hands-on experiences, and school children have been exposed to museum visits

on a regular basis. She also stated that instructors would always manage in two persons road to the

museum. The learner has been accustomed to it since infancy; once inside any museum, he will

adjust and be aware of what they can and cannot hold. Because our culture is not used to children

being able to attend museums, museums are quite cautious regarding hands-on activities. They

have been exposed to museums since they were children. Our curriculum does not require us to

visit the museum because Europe school has one class with two instructors and one class with a

maximum of 20 students (Wahiza Abdul Wahid, personal communication, 2023).


According to Siti Isa and Siti Salwa Isa (2019), the development of Malaysia’s museums

is far behind the growth of the nation’s cultural heritage tourism is the result of inefficiency of

management. Any reforms to the museum sector in Malaysia must go through multiple hard and

time-consuming phases and processes. Many museums continue to use conventional exhibiting

methods. Museum visitors in the digital age have distinct expectations and needs when it comes

to museum visits. Traditional show-and-tell shows can no longer attract and satisfy today's

audiences, particularly young people. As a result, ensuring the nation's museum development

remains relevant, competitive, and marketable is a significant challenge for Malaysia's museum

industry.
1.2 Research Objectives

The research objectives are the outcome that the researcher wants to achieve in this study.

The objective of this study contained some measurement of the objective and the general

description which focused on the types and categories of information. Hence, this study has some

objectives that researcher wants to achieve.

The objectives of this research are:

a. to describe the type of interactive exhibition facilitating experiential in museum.

b. to compare the design and implementation of hands-on interactive exhibits in National Museum

and Bank Negara Malaysia.

1.3 Research Questions

According to (Bourika, 2021), every study that had been done will have a research question

based on the resulting objectives and this question is a way to address the issue or problem of the

study that will be done.

The research questions of this research are:

a. What are the types of interactive exhibits facilitating experiential learning in museum?

b. What is the relationship between the design and implementation of hands-on interactive exhibits

in National Museum and Bank Negara Malaysia.


1.4 Statement of Significance

This research is necessary to appreciate and evaluate the effectiveness of hands-on interactive

exhibits at Bank Negara Museum and National Museum. Some communities, including society are unaware

of interactive exhibits at the museum. The outcomes of the study may aid the community and educators is

better comprehending and enhancing the interactive exhibits at the museum.

Interactive exhibits at a museum lies in its ability to enhance the visitor engagement, foster active

learning, and create memorable experiences. By encouraging visitors to directly interact with the exhibit

that provide an immersive experience and dynamic experience that transcends traditional passive

observation, making the museum visit more impactful and memorable.

Furthermore, the hands-on interactive exhibit cultivates a sense of discovery, igniting the natural

curiosity within visitors of all ages. It fosters a spirit of exploration and experimentation, encouraging

visitors to ask questions, seek answer and engage in meaningful conversations with fellow visitors, museum

staff, and experts. Such interactive encounters not only enhance the individual learning experience but also

contribute to the creation of a vibrant and collaborative learning community within the museum.

In summary, interactive exhibits at museums are significant because they engage visitors actively,

promote inclusive learning environments, foster curiosity, and exploration, and leave a lasting impact on

individuals, inspiring them to continue their intellectual pursuits.

1.5 Delimitation

This study was conducted in two different museums, Bank Negara Museum and National

Museum. These museum conducts different interactive exhibits. The objectives of this study are

to investigate the effectiveness of hands-on interactive exhibits in engaging and educating museum

visitors and to compare the design and implementation of hands-on interactive exhibits in private

and state museums. For this study, the researcher has chosen Bank Negara Museum and National

Museum because this museum has many hands-on interactive exhibits.


Respondent will be given a questionnaire that need to be complete regarding the research

topic. The targeted age groups will be starting 15 years old to 59 years old. This study needs 50

visitors to fill out questionnaire and being conducted face-to face. The interviews with the curator

and the visitors of the museum will be conducted through face-to face to gain information from

the curator and visitors. This will help in the process of gathering more specific and detailed

information for this research.

Finally, delimitations will assist the researcher in understanding and knowing the targeted

region and audience to obtain information for this research. It also provides data for the researcher

to discover distinct point of view among the respondents. As a result, this research conducted will

make it easier for the researcher to conduct this research.


1.6 Limitation

There are several limitations to conducting this research. The main limitation of this

research is time constrain. Research often involves collecting data from various sources, such as

surveys, experiments, observation, or interviews. Time constraints can limit the amount of data

that can be collect which may affect the generalizability and reliability of the findings. Time

constrains may limit the extent of data analysis, potentially reducing the depth of interpretation

and limiting the insights drawn from the data. The researcher finds it difficult to find an appropriate

time for the interview session. Since the researcher and the curator on duty hours are different, it

is challenging to conduct the interview session.

The researcher frequently feels that internet sources cannot be trusted due to their lack of

trustworthiness and the ease with which facts can be manipulated. The internet is flooded with

misinformation, inaccuracies, and biased content. Some sources may intentionally spread false

information to manipulate opinions or promote their agenda. It’s important to cross-reference

information from multiple reliable sources to verify its accuracy. Credibility is required to

guarantee the source’s reliability.


CHAPTER II

LITERATURE REVIEW

2.0 Introduction

A “literature review” is a survey of scholarly texts related to a given subject. It gives an

evaluation of the most recent material and assists scholars in discovering concepts, methodologies,

and research activities relevant of their fields of study. Finding relevant papers is critical to the

process of creating a literature review. Books, websites, and journal articles are some examples of

related publications.

In this chapter, the researcher will explain the ideas as it related to the hands-on interactive

exhibits at museum. Museum exhibition is an essential part of museum programming. These

interactive exhibits have ushered in a new era, where visitors are no longer passive observers but

active participants in the journey of discovery. This chapter provides an overview of the concept

of interactive exhibitions in museums, their historical evolution and their profound impact on the

way that engage with culture, history, science, and art.

Traditionally, museum was akin to cabinets of curiosity, where rare and fascinating objects

were displayed in static, often dusty, environments. Visitors were expected to silently observe, and

knowledge was transmitted through placards and labels. However, the paradigm began to shift s

museum recognized the need to engage, educate and inspire a broader audience.

The transformation started with the realization that passive observation often resulted in

disengaged visitors, particularly among younger generations. As a response to this challenge,

museum began experimenting with interactive elements, gradually transforming their spaces into

immersive, participatory environments.


2.1 Theories of Case Study

Choosing
Research
Case study Selecting Data Data Data
Question Conclusion
framework the cases Collection Collection Analysis
Definition
Method

Figure 2.2.1: John W Creswell Theory Case Design

A case study is variously defined as a method, methodology, or research design. Case study

research entails a thorough examination of a specific event, situation, organization, or social unit.

According to John W. Creswell, Research is a process of steps used to collect and analyze

information to increase our understanding of a topic or issue (Creswell, 2019) Typically, a case

has a defined space and time frame: "a phenomenon of some sort in a bounded context" (Schoch,

2020). In terms of scope, a case study is an in-depth assessment of a current phenomenon within

its real-life environment. The case study is applicable especially if the setting is important to the

phenomena. For example, examining the effectiveness of an educational program at the museum

with a sizable second-generation population, for instance. Theory development is a key activity in

organizational research. Scholars claim that it is the close relationship with empirical reality that

allows for the formation of a tested, relevant, and valid theory.

A case study is a comprehensive examination of a single subject such as a person, group,

location, event, organization, or phenomenon. Case studies are often utilized in social, educational

therapeutic and commercial studies. Case study research design often employs qualitative

methodologies, while quantitative approaches are utilized on occasion. Case studies are useful for

explaining, contrasting, evaluating, and comprehending various elements of a study subject.


It has lost its relevant as a catch-all term for a wide range of research techniques,

procedures, and design. In addition, to the several meanings of case studies mentioned in the

preceding section, contemporary definitions include case studies as a technique, strategy, research

design or methodology. To call a case study a method (a phrase sometimes mistaken with

methodology) implies that it is a technique, procedure, or way of acquiring evidence or data.

Interviews, participants observations and document analysis are some well-known research

methodologies.

2.2 Background History of National Museum Malaysia

National Museum Malaysia's founding was a crucial turning point in the history of the

country. On August 31, 1963, it became a legal entity. This day is significant historically since it

also marked Malaysia's declaration of independence from British colonial authority. The museum

was first held in a temporary site, but on August 31, 1963, the official opening of the museum

complex that had been built for it occurred.

The National Museum Malaysia is a unique architectural wonder. A distinctive

Minangkabau-style roof can be found on the museum complex, which was created by architect Ho

Kok Hoe and honours Malaysia's rich cultural past. This unusual and aesthetically arresting

building is the result of the fusion of traditional Malay craftsmanship with contemporary

architectural design, and it has come to represent the nation's dedication to cultural preservation.

The museum's goal is to gather, conserve, and display artifacts, records, and cultural objects

that best capture Malaysia's history, culture, and legacy. National Museum Malaysia brings the

rich threads of the country's narrative together through its varied collections and exhibitions.
Visitors may get a look into Malaysia's prehistoric past, the evolution of its ancient civilizations,

and the rich tapestry of its cultural traditions through the carefully collected and exhibited artifacts.

The museum's holdings cover a wide range of subjects, including numismatics, natural

history, anthropology, and archaeology. These broad collections include a wide variety of objects,

from prehistoric archaeological discoveries that provide light on Malaysia's first settlers to cultural

artifacts that illustrate the many cultural practices of the country's numerous ethnic groups. The

museum's exhibits each offer a glimpse into a distinctive aspect of Malaysian identity.

The core purpose of National Museum Malaysia has always been education. It acts as a

resource for education for both local Malaysians and foreign tourists who are interested in learning

about the history of the country. A variety of educational programs, tours, and outreach initiatives

are provided by the museum with the goal of fostering a better knowledge of Malaysia's history

and culture. Through these programs, the museum cultivates a love of the country's history and

fosters a feeling of pride and identity among its people.

In conclusion, the nation's dedication to protecting its cultural and historical legacy is

demonstrated by the history of National Museum Malaysia. It is a dynamic organization that adapts

to the times while upholding its commitment to preserve and promote Malaysia's rich cultural

heritage. National Museum Malaysia acts as a custodian of the nation's past, a beacon of cultural

variety, and an educational centre for future generations through its landmark architecture, varied

collections, and commitment to education.


2.3 Background History of Bank Negara Museum Malaysia Museum & Art Gallery (BNM

MAG)

The Bank Negara Malaysia Museum and Art Gallery (BNM MAG) is a symbol of

Malaysia's dedication to safeguarding its illustrious financial past and fostering a better knowledge

of its monetary heritage. This cultural institution, which is housed within the revered walls of

Sasana Kijang in Kuala Lumpur, has developed into a substantial knowledge repository and a

thriving centre of study.

The idea for a museum devoted to the history of money and finance in Malaysia first

emerged in the early 1990s, which is when the BNM MAG got its start. The nation's central bank,

Bank Negara Malaysia, recognized the need to increase financial literacy among Malaysians and

tried to demystify the complicated concepts of economics and banking. This idea inspired the

creation of a museum that would not only honour Malaysia's economic accomplishments but also

inform its visitors about the path that led to the country's current economic renown.

The Bank Negara Malaysia Museum and Art Gallery was officially opened to the public

on April 6, 2011. The fulfilment of this ambitious project was celebrated at the inauguration event,

which was attended by Tan Sri Dato' Sri Dr. Zeti Akhtar Aziz, the then-Governor of Bank Negara

Malaysia.

Sasana Kijang was a wise option for the museum's site. Sasana Kijang, a work of art in

architecture, is the hub of education and analysis for Bank Negara Malaysia. Its clean and

contemporary style reflects the institution's dedication to cutting-edge learning and knowledge

dissemination. The BNM MAG found a home within this work of art architecturally, indicating

the museum's close ties to Malaysia's national banking authority.


The BNM MAG is a complex organization that unites the various strands of Malaysia's

economic story. Each of its displays offers a distinctive viewpoint on the history of the country's

finances and is meticulously arranged into themed divisions. Visitors are welcomed by entertaining

multimedia presentations, historical artifacts, currency exhibitions, interactive displays, and

displays that bring Malaysia's economic history to life. The museum takes visitors on a historical

trip by demonstrating the history of banking practices, the evolution of monetary policies, and the

central bank's crucial role in determining Malaysia's economic future.

The BNM MAG, however, houses more than just historical items. Additionally, it has an

art gallery section that enriches the museum's offerings with a deeper level of cultural diversity. A

wide variety of artworks, including paintings and sculptures, are on display at the art gallery, many

of which have financial and economic themes. This fusion of art and commerce highlights how

closely linked culture and commerce have always been in Malaysia.

The mission of the BNM MAG is centred around education. It is a dynamic environment

for learning and exploration, not just a place for quiet observation. The museum offers workshops,

seminars, and educational activities geared for K–12 students, college students, and the public. It

promotes a culture of financial literacy and economic awareness by acting as a link between

academics and the larger community.

The museum's involvement in advancing financial literacy is one of its most important

contributions. Visitors are given knowledge about Malaysia's economic development, the

complexity of monetary policy, and the central bank's crucial role in preserving financial stability,

therefore empowering them. The BNM MAG plays a crucial role in developing knowledgeable

citizens and future leaders by making economics interesting and approachable.


The Bank Negara Malaysia Museum and Art Gallery has developed and grown ever since

it opened. To provide guests a more complete and immersive experience, it has improved its

displays and amenities. The museum continues to be at the cutting edge of innovation while using

digital interactive features to make learning more interesting and pertinent for modern audiences.

In conclusion, the BNM MAG is more than simply a museum; it is a representation of

Malaysia's dedication to upholding financial literacy and conserving its economic history. It serves

as an energetic reminder of how far the nation has come from its early days as a museum of

curiosities to its status as a lively setting for hands-on education. The BNM MAG remains a light

of knowledge, encouraging visitors to study the fascinating world of finance and economics while

commemorating Malaysia's extraordinary economic accomplishments. It grows and changes with

the times.

2.4 Definition Interactive Exhibition

Interactive exhibitions encompass a diverse range of museum experiences designed to

actively engage visitors with content, artifacts, or concepts, fostering curiosity, encouraging

exploration, and promoting experiential learning (McLean, 2019). These experiences can vary

from tactile hands-on exhibits that invite visitors to touch, manipulate or experiment with objects

to digital interactives employing technology to enhance engagement and comprehension (Serrell,

2020).
2.5 Museum Interactive Exhibition

The way we connect with culture, history, science, and art has changed as a result of

interactive museum exhibits. These interactive, dynamic experiences have changed the museum

environment and improved visitor relationships over time. This research examines the origins and

historical relevance of interactive exhibits in museums, emphasizing significant innovations and

their importance for advancing learning and participation.

The progressive educational movement of the early 20th century served as the inspiration

for interactive displays. John Dewey and other pioneers promoted experiential education, which

paved the way for engaging, hands-on activities at museums. The Exploratorium in San Francisco,

created by Frank Oppenheimer in 1969, is one of the earliest interactive display experiments that

showed the possibilities of learning via discovery and experimentation.

A new age of museum interactives began with the development of digital technology in the

latter half of the 20th century. Touchscreens, virtual reality, augmented reality, and multimedia

presentations have developed into effective instruments for capturing people' attention. Early

computer-based interactive exhibitions were displayed at Boston's "Computer Place," which

opened its doors in 1981. This paved the path for digital integration in museums.

Interactive museum exhibits are excellent in drawing in visitors of all ages. These displays

foster experience learning, active involvement, and curiosity. Digital and hands-on interactives

improve visitor comprehension, information retention, and enjoyment of museum visits, according

to a growing body of research (Bitgood, 2021).

Interactive exhibits offer opportunities for personalization, enabling visitors to explore

topics at their own pace and depth. They accommodate various learning preferences, making

museums accessible and welcoming for a wide spectrum of visitors, including those with
impairments (Scott, 2021). Accessibility and inclusion are becoming more and more valued in

museum display design.

To demystify art and culture, art institutions have adopted interactive displays. Visitors are

given the opportunity to engage personally with art through interactive displays like touchscreen

descriptions of the artworks or virtual tours. Institutions like the British Museum in London and

the Louvre in Paris use digital interactives to improve art appreciation.

While there are many advantages to interactive displays, there are also some drawbacks,

such as maintenance expenses, technological obsolescence, and the need for ongoing innovation.

To appeal to a variety of audiences, museums must find a balance between conventional and

interactive exhibits (Hooper, 2019).

Future immersive technologies, such augmented reality and virtual reality, have the

potential to further transform the museum experience. The museum will become a destination of

exploration and discovery for future generations because of these technologies, which will provide

visitors even more individualized and immersive educational experiences.

In conclusion, interactive museum exhibits have developed from humble beginnings to

become crucial elements of contemporary museums. Visitors are actively engaged, informed, and

inspired by them as they turn passive observation into discovery. The potential for even more

interactive and immersive museum experiences is limitless as technology develops, ensuring that

museums continue to be lively centres of learning and cultural appreciation.


2.6 Modes of Exhibitions Apprehension

Museum exhibitions are diverse, reflecting an array of themes, artifacts, and educational

objective. Visitors and each individual that visit bring their unique perspective, interests and

learning styles to the museum visits. This dynamic interplay between exhibitions and visitors

results in a spectrum of “Modes of Exhibition Engagement” that encompass how people interact

with and apprehend museum displays.

Focusing on the goal of a museum exhibit is to successfully change some aspect of the

visitors' interests, attitudes, or values as a result of their discovery of, or understanding of, some

level of significance in, the objects on display. This understanding is motivated and sustained by

the visitor's trust in the perceived authenticity of the objects. As a result, the success of museum

exhibits depends on how visitors react to them. Despite the fact that there are probably as many

ways to view museum exhibits as there are visitors, there are many ways that people might be

uneasy (Lord, 2020). Generally, it classified under four headings as follows:

• Contemplation

The method of visitor apprehension most frequently used by art museums seeking to

provide an aesthetic experience, although naturally, history or scientific museums may also apply

it. Displaying unique pieces of art, photographs, artifacts, or specimens that are meant to be

appreciated by and for they are seen as distinct from others around them and from themselves.

According to custom, museum labels used to provide us as little information as possible, such as

the title, artist, dates, medium, and donor, to encourage us to focus on the piece itself. There is now

a trend in posting open-ended graphic remarks on the gallery walls to encourage careful reflection

on the artwork, and audio tours may also aid some visitors in thinking about their own perspectives
on the pieces that are on show. Several galleries and museums now utilize this strategy. Contrast

or comparison of the works on display may also serve as a form of recreation, but even in those

situations, each piece is still meant to be enjoyed independently, serving as the basis for

comparison. Although the visitor is mentally and emotionally quite busy during this phase, their

physical activity is still very low. The transforming experience involves a greater understanding

of the significance and features of each unique work in and of itself.

• Comprehension

The artifacts, specimens, or other things on display at history and natural science museums,

however, are more likely to be part of contextual or theme exhibitions where they are meant to be

viewed in relation to one another rather than as individual objects. They may occasionally be

arranged in a room setting or diorama, or they may merely be placed in contextual or thematic

groups within a display case. To enhance comprehension, graphics may be multi-layered and may

blend text and images. Despite the fact that the qualities of each particular thing must still be

recognized. The goal here is to inspire visitors to uncover the significance of the objects by linking

one thing to another, or each object to the wider context or theme. The visitor is more actively

involved in the relationship-making process, analysing the images and labelling, and linking or

comparing the objects to one another. The quality impact revelation of the meaning of items in

their context or in connection to the exhibition topic is the transforming experience.


• Discovery

More aesthetically and intellectually active forms of visitor involvement with museum

exhibitions are more immobile or immovable. Visitors might look through a variety of specimens

or artifacts, enjoying individual instances or identifying links between them. This model has

traditionally been found in many natural history museums with systematic specimen collections,

but it is now becoming more common in all types of museums that have adapted visible storage

means of exhibits, in which objects are categorized as in storage but made visually accessible in

glazed cases or drawers. The discovery of the significance of the artifacts or specimens may be

aided further by the display of full catalogue entries on the computer screen or laminated cards

close to the visible storage cases and cabinets.

• Interaction

The most kinaesthetically engaging mode of visitor apprehension is the one preferred by

many science centres and children's museums, in which staff, volunteers, exhibitions apparatus, or

duplicate specimens labelled as hands-on education collection may be used to elicit a visitor

response that triggers the transformative visitor experience, the discovery of meaning that affects

the visitors’ values, interests, or attitudes. According to visitor polls, the most impactful interactive

displays are those in which visitors reply to a knowledgeable guide, a museum demonstrator, or

an interpreter, maybe dressed in historical costume. This one-on-one encounter has the potential

to be one of the most successful experiences that museums can provide, especially if staff or

volunteers are trained to elicit questions and include visitors in their presentations.

Many interactive exhibitions include mechanical or electronic components, such as raising

a panel cover to read and answer questions provided by images or pressing a button to illuminate
a three-dimensional model or map. Over the last two decades, the development of multimedia

programs, particularly the use of computer programs, has made interactive display much more

ubiquitous and inventive, particularly in the presentation of scientific and physical sciences,

history, and art museums. Rides, simulation, and virtual reality experiences have all been featured

in interactive exhibitions during the last two decades. There is also a wide selection of applications

on monitors that assist visitors in visualizing a historical structure that once existed on an

archaeological site but has since been razed to its foundations. The following Table 1 shows a

summary of the mode of visitor apprehension of exhibitions.

Table 1: Mode of exhibitions apprehension

Modes of Types Common Characteristic of mode

Apprehension

Contemplation Aesthetic Art Museums Individual perception of

specific works

Comprehension Contextual or History, archelogy Relation perceptions of

Thematic and Ethnographic artefacts in context or in

relation to a theme

Discovery Exploration – as in Natural Science Exploration of specimens

visible storage Museums grouped by categories

Interaction Live demonstration, Science Centre Kinaesthetic response to

multimedia stimulus
2.7 Definition Learning

Learning can be defined as the process of acquiring, processing, and integrating new

knowledge, skills, behaviours, or information, resulting in a change in an individual's

understanding, capabilities, or performance (Ormrod, 2019). Learning is a basic and dynamic

process that is vital to human development and advancement. It is a multidimensional journey that

includes acquiring, processing, and integrating new knowledge, skills, behaviours, or information,

culminating in a transformational shift in an individual's understanding, capacities, or

performance. This article dives into the varied nature of learning, investigating its relevance,

different dimensions, and the underlying psychological and pedagogical concepts that support this

necessary human effort.

Learning is more than just passively receiving information. It is a dynamic and frequently

complex process that requires the learner's cognitive participation. As new information comes in,

it is processed by cognitive systems such as perception, memory, reasoning, and problem-solving.

This cognitive interaction with new knowledge serves as the foundation for comprehension. It

converts data into useful and applicable insights.

Learning is, in essence, a journey that is as diverse as it is dynamic. It is a process that is

not limited by age, culture, or environment. It is a fundamental element of the human experience,

allowing people to broaden their perspectives, deepen their understanding, and adapt to an ever-

changing reality. Learning, as a result, is a lifetime goal, reflecting the human condition's never-

ending search for knowledge, progress, and self-improvement.


2.8 Learning in Museum

Museum learning is a dynamic and varied process. It entails acquiring knowledge, honing

critical thinking abilities, and cultivating a greater grasp of culture, history, science, and art.

Museums provide a rich and immersive atmosphere in which learning is not limited to textbooks

and lectures but is a live, participatory experience.

The engagement component is an important aspect of learning in museums. Museums

utilize a range of tactics to catch and keep visitors' attention. Museums foster curiosity, inspire

inquiries, and celebrate inquiry, whether via interactive exhibitions, hands-on activities,

multimedia presentations, or guided tours (Pekarik, 2020)


Table 2: Mode of Learning
Mode of Learning Explanation
Cognitive • Acquire new knowledge.
• Reinforce prior knowledge through repetition/direct concrete
experience.
• Accommodate/assimilate new knowledge into existing
schemas.
• Set prior knowledge into context.
• Learn how to apply existing knowledge. For example,
experimenting, problem solving, finding creative solutions.
• Connect concepts draw analogies.
Affective • Challenge beliefs attitudes and values.
• Increase understanding and empathy with ither people’s
viewpoints.
Social • Develop skills of co-operation, communication, helping others
to learn.
• Developing social capital.
Developing skills • Prediction, deduction, problem solving, investigation,
observation, measuring, classification, making telling stories,
decision making.
• Physical skills e.g., manual dexterity, craft skills etc.
• Skills of artistic appreciation and criticism.
• Skills numeracy, literacy, use of Information Technology.
• Skills of research and science process
• Designing experiments and fair test, data collection, testing
theories data analysis, drawing conclusions, assessing evidence.
Personal • Increase self-confidence and self-efficacy.
• Motivate to investigate further.
• Associate curiosity and thinking with enjoyable experiences.
• Inspire interest and curiosity.
• Inspire awe and wonder.
• Increased sense of identity and self-worth.
CHAPTER III

RESEARCH METHODOLOGY

3.1 Introduction

This chapter provides an explanation of the research process and methodology. In this

method, the researcher will gather and analyse data on the educational program in rejuvenating the

museum. The methodology section of a research paper helps the reader to objectively examine the

overall validity and reliability of the study. It goes into further detail regarding how the approaches

utilized are successful and appropriate for gathering information for this study. The research

technique was employed throughout this study to gather data and offer information to the

researcher to attain the study objectives.

3.2 Research Design

A research design is a plan according to which the researcher obtains research participants

and collects information from them (Atter, 2019). In an addition, the researcher will describe what

are the progress and the researcher will do with the respondents with a view to reaching

conclusions about the research problem (research objectives and research questions). This research

investigated the history and the root cause of the problem in the study.

In this research, the survey was used because it involves respondents and questionnaires to

provide a qualitative and quantitative answer to the problem related to the topic of the research, by

searching for the necessary information. A survey consists of a predetermined set of questions that

is given to a sample. With a representative sample, that is one is representative of the larger 35
population of interest, one can describe the attitude of the population from which the sample was

drawn.

During the study, the questionnaire was given to a random visitor at Bank Negara Malaysia

Museum and National Museum, to know the effectiveness of the research. This approach was

chosen due to its effectiveness regarding data containing opinions and discovering experiences. It

is to understand the impacts of the issues that were brought forward by a society and the young

generation, within a numerical statistic so that the results the result on the question of awareness

are obvious.
RESEARCH TITTLE:
The Impact of Hands-On Interactive Exhibits
Learning in Museum: A Comparative Analysis of
Bank Negara Museum Malaysia and National
Museum Malaysia.

RESEARCH OBJECTIVES:
a. to describe the type of interactive exhibition facilitating
experiential in museum.
b. to compare the design and implementation of hands-on
interactive exhibits in National Museum and Bank Negara
Malaysia.

PRIMARY DATA SECONDARY DATA

• Encik Muhammad Azam bin


Adnan – Curator National
INTERVIEW Museum LITERATURE REVIEW
• Puan Aishah Wahad – Assistant
Curator BNM MAG

1. WEBSITE
OBSERVATION • Observation at Bank Negara
2.ARTICLES/JOURNAL
Malaysia Museum and
3. BOOKS
National Museum

• 30 visitors Bank Negara


QUESTIONAIRES Malaysia Museum
• 30 visitors National
Museum

FINDINGS AND ANALYSIS

CONCLUSION AND RECOMMENDATION


3.3 Research Method
For this study, the researcher employs the description technique of research; qualitative
research has its own kind of data that differs from quantitative research. Interviews are used to get
qualitative data (Kamal, 2020). Researcher defined descriptive research as gathering information
regarding National Museum and Bank Negara Malaysia Museum.
The research design is the plan and structure of an inquiry designed to answer research
questions. The plan is the research's general design or program. This study employed a descriptive
research approach. The primary goal of descriptive research design is to give information about a
population or phenomenon's characteristics (Taeh, 2020). Descriptive research is utilized as a
prelude to quantitative research designs since it gives a broad overview and some useful
recommendations as to which variables should be tested quantitatively.
A cross-sectional survey has been employed for this study since it uses a single point of
data collection for each participant. A cross-sectional study examines data from a population at a
single moment in time. The variables of interest are used to identify participants for this sort of
study. Cross-sectional studies are common in developmental psychology, but they are also
employed in many other fields, such as social science and education (Cherry, 2019). It is less
expensive to conduct than a longitudinal survey, and the results from the sample are extrapolated
to the entire population.

3.3.1 Primary Data


In terms of primary data, researchers must primary data to collect data for the specific goal
of their study, which has several advantages. The researchers might utilize a questionnaire
specifying the specific elements that need to be collected for dthis aim. To be consiered primary
data, other researchers should not have gathered this information before. As a result, before
gathering data, it is critical to determine whether additional sources with information of relevance
to the researcher are accessible (Harith, 2020). Interviews and observation are used by researchers
to acquire data. This major strategy makes it easy for the researcher to collect clear information.
During this interview, the researcher prepared certain study-related questions to ask the curator of
the museum and educational programs.
3.3.2 Interview
This interview uses medium face-to-face at IAMM. Thus, this interview method can
answer some questions about the objectives of the study made by the researcher. Other than that,
the telephone interview enables a researcher to gather information rapidly. Like personal
interviews, they allow for some personal contact between the interviewer and the respondent.

Table 3.3.2a: List of Informants


NO NAME AGE POSITION EXPERIENCE
1 Encik Muhammad Azam bin 45 Curator 5 years
Adnan
2 Aishah Wahad 30 Assistant Curator 4 years

3.3.3 Observation
After studying the issue description and methodology, the researcher used the observation
approach. An observation technique is a good strategy for noticing objects that will fulfil the
study's objectives in terms of the study's framework. Furthermore, researchers used this approach
to assess the efficiency of the hands-on interactive exhibits as well as the learning in museum in
raising awareness of the National Museum and Bank Negara Malaysia Museum. This was done to
detect the changes that occur.

3.3.4 Questionnaire Survey


Questionnaires play a major role in research, and there are many types to choose from.
When choosing a questionnaire, it is important to consider the purpose of the survey and how best
to measure the desired results. Questionnaire had been prepared for 30 visitors that visit to National
Museum and 30 visitors that visit to Bank Negara Malaysia Museum. The questionnaire consisted
of 15 questions from research objectives that has been figure out.
3.4 Secondary Data
This methodological method lists the methods used by a researcher. In the study, plan what
method the researcher wants to use to gather information. Thus, the researcher uses several
methods such as interviews and for secondary methods, the researcher finds reading material. This
simplifies the task of the researcher to collect and analyse data. The method conducted provided
direct information to the researcher to conduct this study systematically. With these methods as
well, the researcher can also solve the objectives and questions of this study. The next chapter will
go through data interpretation in greater detail.
3.4.1 Books
Books are one of the data collection tools used by the researcher. The book, on the other
hand, is useful for gathering knowledge because it offers major reviews through the description
and critical analysis. Books that are relevant to the topic of the inquiry are used by researchers.
These approaches were chosen because they are an authentic source of reliable evidence, and they
are also highly useful in obtaining primary and secondary material, which was also utilized in the
literature evaluation of the hands-on interactive exhibits in National Museum and Bank Negara
Malaysia Museum.

3.4.2 Website
In terms of the website, the researcher searches and collects websites with relevant and
high-quality material. In terms of websites, the researcher identifies and accumulates websites with
relevant and high-quality material. Websites such as online journals, articles, and news may
include valuable proof to back up the research. Multiple trustworthy sources, such as academic
institutions or organizations, use the internet to make crucial information as easily and freely
available as feasible.

3.4.3 Journal
In the journal, there are lots of good points that can be taken because the journal has been
published every year by experts in writing. In general, a journal provides references to the most
recent articles which are from 2018-2022. List journal that I have been research are, the art of art
history, arts and culture remain less important to younger generation and many more. A journal is
a periodical that published papers written by experts in a particular field of study that report on the
findings of research on the subject. For example, in this study, the researcher gets some material
from the journal, which is mostly focused on a hands-on interactive exhibit at museums.
The journal is also chosen as one of the data collection techniques by the researcher because
it is known to have been reviewed by an expert panel and other specialists before being accepted
for publication, implying that the written papers are focused on valid analysis that complies with
the specific criteria of the journal field of study.

3.5 Conclusion
In conclusion, hands-on interactive exhibits play a crucial role in the museum experience,
offering a dynamic and engaging approach to learning and discovery. These exhibits provide
visitors with the opportunity to actively explore, experiment, and connect with the subject matter
on a personal level. By encouraging participation and interaction, museums create an inclusive
environment that caters to diverse learning styles and backgrounds. This research will cover a
knowledge gap in this research undertaken in relation to the museum.
When the research question and goals are answered, it will aid other researchers in their
pursuit of similar issues, as this research provide a tool for the society and young generation to get
more information about hands-on interactive exhibits. Among the research objectives is how to
assess interactive exhibits who come to the museum.
Reference
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Bitgood, S. (2021). Behavioral approaches to the design of exhibit graphics. Rowman Altamire, 53-72.

Bourika. (2021). how to do a good research. Routledge Press.

Cherry, K. (2019). The art of art history: A critical anthology. Ocford Univeristy Press.

Harith, R. (2020). Guideline in research . UKM Press.

Hein, G. E. (2018). Learning in museum . routledge .

Hooper-Greenhill, E. (2020). Museums and the Interpretation of Visual Culture. Routledge.

Kamal, A. (2020). Arts & Culture remain less important to younger generations. Museum market

research united state.

Mclean. (2019). Learning from mueum:Visitor experience and the making of meaning. AltaMira Press.

Ormrod, J. E. (2019). Human Learning 8th Edition. Pearson.

Pekarik. (2020). The impact of a museum visit on children's historical thinking. Journal of research in

science teaching.

Scott, C. (2019). The universal design of exhibitions: Museum & accessibility. Rowman & Littlefield.

Taeh, E. (2020). Cyberspace . Chicago: Intechopen rights.

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