Perspektivenwechsel in der Landschaft – die Idee des Myrioramas neu gedacht : ein Vermittlungsmedium zum Thema Landschaft und Nachhaltigkeit
Creators: name: Plebani, Lorena
Publisher: name: ZHAW Zürcher Hochschule für Angewandte Wissenschaften
Year: 2022
Subjects: Vermittlungsmedium
Vermittlungsinstrument
Bildungsspiel
Lehrmittel
Bildung für Nachhaltige Entwicklung
BNE
Nachhaltigkeitskommunikation
Zukunftslandschaft
Perspektivenwechsel
333.7: Landflächen, Naturerholungsgebiete

description: The aim of this work is to form a practical and theoretical basis for designing a prototype for an educational tool on the subject of sustainability and landscape. The target group are adolescents.
The content of the tool is based on the exhibition «Zwischenhalt Zukunft» in Wädenswil, which address various topics of sustainability and sustainable design of landscapes. It represents different research areas from the IUNR research groups. The artistic installations show visions from the year 2050, from a scientific perspective.
Form and representation derive from the idea of the laying game «Myriorama» and have been further developed. The Myriorama is an educational game from the 19th century. Cards with individual image sections are combined to form a panorama. The individual elements can be moved, replaced and swapt as desired and thereby, countless different landscapes result. The game was used for educational purposes as well as for entertainment.
In the theoretical part, the thesis investigates within a SWOT-Analysis the strengths, weaknesses, opportunities and threats of the exhibition. Thereof, measures to develop the exhibition further have been derived. In addition, it is investigated, which success criteria an educational tool in form of a Myriorama includes. To examine the criteria three expert-interviews are carried out. Furthermore, the work examines how the principles from an Education for Sustainable Development (ESD) and competence-oriented learning can be applied.
The SWOT-Analysis shows that it’s important to maintain the artistic aspect and aesthetic nature of the representations. It also underlines the importance of participation and interaction possibilities. In order to develop a successful tool, it’s necessary to strengthen these aspects. Beside that, the local character of the exhibition should be transformed into a tool which is location-independent.
The results from the expert-interviews show that especially the possibility for participants to take part actively in something is a key factor to allow young people to get involved with the content. Also it is desirable that the participants can co-create (empowerment) the process of learning and that they work something out in a collaborative way within a group. An active involvement of the participants is therefore needed. The outcome from the interviews show that the visual representation of the content can have a high influence on how information is perceived. It can be highly supportive to arouse emotions and therefore to involve the participants more with the content.
In the practical part, the development of the education tool takes place in an iterative design process based on different approaches and creative methods, such as brainstorming, mind mapping or design thinking. During the design-process, the prototype was shown to several experts, reviewed and revised and then showed again to other peers.
The developed prototype refers to the principles of Education for Sustainable Development (ESD) and competence- oriented learning. In addition, it includes different elements for participation and interaction, with which participants can slip into different roles and represent different perspectives. They also have the possibility to develop their own perspective in regard to a sustainable future.