Museum Virtual Programming after COVID-19: Collaborating on possibilities for virtual museum programming in a post-pandemic world.

This post originally was published by Knology. Access the article here: Museum Virtual Programming after COVID-19 – Knology

Children’s museums responded to the COVID-19 shutdowns of 2020 and 2021 by developing new forms of programming, delivered through virtual platforms. At the pandemic’s outset, the Association of Children’s Museums (ACM) launched “Children’s Museums at Home,” a website providing families with links to virtual programs created by ACM member museums. Following up on this, individual children’s museums developed a number of other virtual strategies. They live-streamed, produced podcasts and YouTube videos, developed online games and contests, and distributed digital newsletters.

Initially, these different forms of virtual programming were envisioned as temporary adjustments—as necessary adaptations to a short-term crisis. Yet moving online taught children’s museums that the use of digital technologies and virtual spaces could have long-term benefits. In particular, they offered a way to reach new audiences—including those historically lacking access to children’s museums. With the resumption of in-person activities, many are asking what aspects of these virtual services should be retained. How much virtual programming do audiences want? How much potential is there for reaching new audiences with this programming? How might this be managed given children’s museums’ limited budgets? And how would these efforts relate to in-person programming?

In 2021, as more and more children’s museums migrated to online spaces, Knology and ACM began gathering data on all aspects of digital content creation. In addition to this, we held a workshop for children’s museum leadership to discuss the strengths, weaknesses, opportunities, and threats of continued virtual programming in a post-COVID world. Concurrently, Rockman et. al. conducted survey research to learn about parents’ and caregivers’ experiences with and preferences for different types of virtual programming, and to determine how much demand for this there would be after children’s museums resumed in-person operations.

In 2022, the ACM Trends Reports team documented both the benefits and challenges associated with continued virtual programming efforts. These reports indicate that both children’s museum leaders and patrons want virtual programming to outlive the COVID-19 pandemic. The challenge for leaders is now to make future investments that support community needs, and reach new audiences without adversely impacting children’s museums’ capacities.

To support the field, ACM, Knology’s Trends team, and Rockman et. al. received funding from the Institute for Museum and Library Services (IMLS) to pursue “Post-Pandemic Virtual Experiences with Children’s Museums: Responding to Family, Educator, and Museum’s Needs and Expectations.” We’re calling it the Museum’s Virtual Programming project, for short (MVP).

MVP aims to provide children’s museums with actionable data that can help them decide whether and how virtual programming might best meet the needs of the communities they serve. The project will also explore how ACM can create opportunities for asset sharing and development tools to optimize virtual programming for children’s museums of all sizes—along with their community partners.

This three-year project will assess the virtual programming assets and needs of the children’s museum community by working, first and foremost, with the ACM membership, and by speaking with families, parents, caregivers, and local educators across the country to help build recommendations that can align with the scale and operations of children’s museums of all sizes. In Fall 2022, our team will be developing baseline instruments and criteria for a cohort of ten ACM member museums who will work with their audiences and community partners to facilitate data collection. This data collection will begin in Spring 2023, and will be led by Rockman et al. Concurrent with this, ACM and Knology will begin diving deeper into ACM member museum’s virtual programming offerings.

As with all ACM, Knology, and Rockman et al initiatives, the team will center its work in principles of equity. Although the shift to online programming has not been as easy for those living in marginalized communities, that does not discount the value of online for all. Together, the team will consult with children’s museum member families, early childhood educators, and those who lack access to children’s museums or live in traditionally underserved communities.

Together, we believe that a collaborative approach can create a path to better meet the needs of those audiences who have historically not been able to access children’s museums, and to help all institutions within this field extend their reach and services.

 

To review the fifth volume of ACM Trends Reports, please click here.

Virtual Programming in Action: National Children’s Museum

This post was originally published as ACM Trends Report 5.4, the fourth report in the fifth volume of ACM Trends Reports, produced in partnership between ACM and Knology.

For this ACM Trends Report, we invited staff from National Children’s Museum in Washington, DC, to write about their experiences with virtual programming during COVID-19. Staff from the museum participated in the October 2021 discussion forum focused on virtual programming (See ACM Trends Report 5.1 for details).

After seventeen years without a permanent home in Washington, DC, National Children’s Museum (NCM) reopened as a science, technology, engineering, arts, and math (STEAM) focused institution on February 24, 2020. Eighteen days later, the Museum temporarily closed as a precaution against COVID-19, and committed to providing families and educators with free, meaningful experiences at home. When the institution reopened, NCM continued to offer virtual programming for children under twelve and their families, garnering more than three million impressions to date.

While preparing to reopen, NCM conducted a survey to better understand the community’s engagement with the museum, including its virtual offerings. Fifty percent of respondents indicated they would be likely or very likely to engage with virtual offerings once NCM opened. Although the virtual offerings were initially developed in response to a need created by the pandemic, they are now part of the museum’s ongoing programmatic strategy.

This ACM Trends Report describes the survey items related to virtual programs and the current “evergreen” programming that will be retained based on these data.

ACM Trends #5.4

When NCM reopened to in-person visits in September 2021, it began complementing its on-site programming with the on-demand resources developed during the pandemic. As NCM looks to the future, staff are committed to maintaining, and in some cases, expanding the museum’s virtual offerings. All of the virtual experiences created during NCM’s pandemic closure are fully aligned with its mission and continue to be essential to its ability to promote its mission to audiences locally and abroad.

Social Media Video + Digital Resources

Between March and May 2020, NCM produced free STEAM videos that premiered seven days a week on its social platforms (Facebook, Instagram, Twitter). Funded by Booz Allen Hamilton, the series called “STEAMwork” featured experiments, projects, design + build challenges, story times, and demonstrations.

These videos and accompanying resources were made available free-of-charge on NCM’s website and continue to be featured as “STEAM At Home” opportunities in the museum’s newsletter. Staff also send the videos to educators as a post field trip resource for continued learning.

One NCM exhibit that was successfully adapted is its Climate Action Headquarters. In the pre-pandemic era visitors had participated in monthly missions and climate challenges. The virtual format introduced during the pandemic allowed visitors to determine their own climate action hero persona by answering a playful online quiz. This virtual version is available as part of NCM’s STEAMwork series. At this writing, NCM staff anticipate producing additional STEAMwork videos and related resources with ties to curriculum standards to promote classroom use.

Podcast

With funding from GEICO and The Akamai Foundation, NCM launched the STEAM Daydream with National Children’s Museum podcast in June 2020 to provide tailored content to young audiences.

Staff engaged 3rd– to 5th-graders as interviewers. The first season had 18 episodes on critical, timely issues. Each episode allowed young learners to hear from STEAM experts, ask questions, and understand the world around them. Topics included:

• What children want to know about the COVID-19 vaccine with Dr. Roberta DeBiasi, the Chief of Infectious Diseases at Children’s National Hospital in Washington, DC,
• The wonder of animation with Dave Cunningham, Supervising Director of Nickelodeon’s SpongeBob SquarePants.

The Museum’s podcast, featured in The New York Times, The Washington Post, and Vox, was streamed 5,000+ times, with 15% international listenership for the first season. In 2022, NCM began production for the second season of the podcast for debut in the fall, followed by an assessment to determine the feasibility of a third season.

Virtual Field Trip Videos + Live Virtual Extension Sessions

NCM also developed two 20-minute virtual field trip videos based on in-person offerings. These virtual trips were offered to educators and families free of charge. Both virtual field trips are aligned with Common Core State Standards and Next Generation Science Standards. So far, the videos have been requested by thousands of educators across all 50 states.

The first video, “Head in the Clouds,” prompts budding young scientists to observe and identify different types of clouds. When this video was released in May 2020, the museum received 475 initial requests for it from educators and caregivers. Of those 475 requests, 285 were from educators, who almost universally expressed interest in having their class participate in virtual extension sessions related to the video.

This demand enabled the museum to secure funding from a media company to develop a second video, “Climate Action Heroes.” This video explored the difference between weather and climate and introduces learners to seven real-life climate action heroes from across the country.

To extend learning beyond the videos, NCM has offered classroom teachers the opportunity to sign up for “live virtual extension sessions’’ with museum educators. These hour-long sessions, held over platforms like Zoom and Microsoft Teams, help youth in formal classroom settings delve deeper into complementary content, participate in virtual activities, and ask museum educators questions.

Grant-funding through the end of 2021 offset the fee-based model for local Title 1 schools to book the sessions at no cost. Between May 2020 and June 2021, NCM fielded requests from 1,401 educators interested in live classroom sessions. Overall, NCM received 2,382 overall requests for access to the “Head in the Clouds” and “Climate Action Heroes” videos.

At this writing, staff plan to focus on content designed specifically for 3rd to 5th grade, which make up the majority of onsite field trips at the museum. Staff believe that this audience will be best served through live virtual field trips led by museum educators.

Based on the scale of these programs, NCM added a dedicated second full time educator to focus on teaching live extension sessions. The internal analysis also confirmed the museum will require dedicated space for a virtual field trip studio to allow educators the privacy and technical setup to teach effectively.

Lastly, the team recognized that programming developed during COVID tended to be longer than newer audiences anticipate. They concluded that offering shorter, fee-based classes, as well as promoting live virtual field trips to a national audience may be an effective use of resources.

Re-opening Survey

Figure 1. Responses to NCM’s re-opening survey question on digital offerings used (N = 316).

NCM shared a re-opening survey through their newsletter, which had nearly 10,000 subscribers at the time of distribution. The 316 returned surveys translate to a (roughly) 3% response rate.

The survey asked two questions on virtual programming:

• During National Children’s Museum’s temporary in-person closure, did you use any of the museum’s digital offerings? If so, please check all that apply.
• How likely are you to continue to use–or begin to use–the museum’s digital offerings once our institution and others are open for in-person visits?

While only 15 percent or less of respondents utilized the museum’s digital offerings (Figure 1), 24 percent said (Figure 2) they would be likely or very likely to use digital offerings in the future. An additional 24 percent indicated they were neutral to digital programming.

Figure 2. Responses to NCM’s re-opening survey question on digital offerings (N = 316).

With roughly 50% of respondents neutral or likely to consider virtual offerings once NCM re-opened, the Museum felt there was sufficient interest to continue some types of virtual programs, especially given prevailing health and safety concerns. Coupled with the data on educators’ interest in virtual field trips and live educator extension sessions, NCM felt compelled to retain virtual programming as an asset for the museum moving forward.

Key Takeaways

There are a few important takeaways from the NCM’s experiences with virtual programming:

Strengths

• NCM’s reach across the country has expanded through free virtual content, contributing to its identity as a national institution. For example, as of September 2021, the Museum has served educators in all 50 states, which is a 90% increase from February 2020.
• Creating new categories of experiences and content has strengthened a culture of innovation amongst staff members, providing the opportunity to think creatively and develop new skillsets.

Weaknesses

• Balancing the allocation of resources, especially staff time, between designing and implementing onsite programming and keeping this digital exhibit dynamic with fresh content is highly challenging. Virtual content creation is extremely labor and time intensive, as well as requiring additional investment in equipment and even reallocation of physical space.
• The content available to the public on demand via social media or podcast platforms is free. This has depended on continued success in corporate fundraising.

Opportunities

• By demonstrating its ability to adapt and fulfill the NCM mission in a new environment, the organization was able to tap new funding sources. This extends beyond grants to support content creation; our experience suggests is an opportunity to generate revenue on an ongoing basis from fee-based live virtual trips for primary school classrooms nationwide.
• NCM’s profile has been raised by the significant attention its high-quality virtual programming has received in national media coverage.

Threats

• Public engagement plays a key role in sustaining virtual programming, especially in terms of justifying the allocation of labor. A reduction in online consumption would affect the ability to create new content.

References

Association of Children’s Museums. (2021, March 18) Reflecting on One Year of the Pandemic for Children’s Museums and the Communities They Serve. https://bit.ly/3jhxmJF

Flinner, K., Field, S., Voiklis, J., Thomas, U.G., & ACM Staff (2021). Museums in a Pandemic: Personnel & Rebuilding Teams. ACM Trends 4(12). Knology & Association of Children’s Museums.

This project was made possible in part by the Institute of Museum and Library Services. The views, findings, conclusions or recommendations expressed in this publication do not necessarily represent those of the Institute of Museum and Library Services.

The Associations of Children’s Museums (ACM) champions children’s museums worldwide. Follow ACM on TwitterFacebook, and InstagramKnology produces practical social science for a better world. Follow Knology on Twitter.

Key Concepts: Trust

This post was originally published as ACM Trends Report 5.3, the third report in the fifth volume of ACM Trends Reports, produced in partnership between ACM and Knology.

This ACM Trends Report delves into the topic of trust, which is particularly important as museums reach out to new audiences with activities such as virtual programming. Knology researcher John Voiklis shares what research suggests about the nature of trust and its impact on the relationship between a museum and its audience(s).

Virtual programming became an unplanned necessity when children’s museums had to close their doors to the public during the pandemic. Nevertheless, it began to fulfill a long-sought goal of children’s museums: reaching previously unreachable audiences.

This benefit was cited by participants in the surveys that were reported in Volume 4 of the ACM Trends Report series, and by participants in the first annual discussion forum hosted by Knology and Association of Children’s Museums (see ACM Trends Report 5.1). During the forum, participants talked about using virtual programs to cultivate trusting relationships with new audiences.

This ACM Trends Report differentiates between two types of trust identified by social scientists: identity-based trust and experience-based trust (Rousseau, Sitkin, Burt, & Camerer, 1998). It reviews evidence from a large-scale study Knology conducted with institutions that share audiences with children’s museums and play a similar role in the social, emotional, and cognitive development of children: zoos and aquariums. The study shows the particular importance of experience-based trust in building trusting relationships with a broad audience. Lastly, the report explores how children’s museums might apply what Knology learned about experience-based trust to outreach efforts such as virtual programming, focusing on two facets: Reliability and Benevolence.

ACM Trends #5.3

Trust ranks as a major concern in the museum field (Museums and Trust 2021). Moreover, it plays a foundational role in all human relations. The anthropological and psychological literature makes it clear that without help from others, people cannot meet their material, emotional, and intellectual needs (Tomasello & Gonzalez-Cabrera, 2017). Trust is how people manage the risks associated with such high levels of interdependence (Cvetkovich & Lofstedt, 2013).

Almost every scholarly field has developed one or more theories of trust. This report will introduce two consensus varieties: identity-based trust and experience- based trust (Rousseau et al., 1998), focusing on the latter.

Sometimes, people choose to trust those with whom they share some kind of identity or affinity. For example, as a research psychologist, I tend to seek career advice from other research psychologists. This is identity-based trust. At many organizations, the marketing department manages identity-based trust by convincing people to see the organization as a likeable friend. For example, a children’s museum might market itself as a fun place where families feel welcome.

More often, people choose to trust those whom prior experience has shown are trustworthy; this is experience- based trust. Research shows that whether people are judging another person, an organization, or even a robot, they use the same five criteria when conferring experience-based trust: Competence, Reliability, Sincerity, Integrity, and Benevolence.

For example, I trust my hair stylist because she gives me great haircuts (competence) on every occasion (reliability); she is transparent about pricing (sincerity), which is consistent for everyone (integrity); and she both asks after my wellbeing and actively listens to my responses (benevolence). This report will look most closely at Reliability and Benevolence (see section Trust in Children’s Museums).

First, it is useful to summarize some of what Knology has already learned about trust from zoos and aquariums.

While zoos and aquariums are different institutions than children’s museums, all three play a role in the social, emotional, and cognitive development of children.

Further, all three institutions work to build trust as both mission-based organizations that serve their audiences (at least in part) through publicly accessible facilities.

Trust in Action: Believing Zoos and Aquariums

Zoos and aquariums work to promote the conservation of wildlife and wild places. Typically, they rely on identity- based trust to gauge the credibility of their conservation messages: to learn whether their audiences believe their messages they instead ask whether those audiences like them (favorability) and feel attached (affinity) to them as places. This approach is not wrong, but it is incomplete. Although the conservation mission extends far beyond their facilities, people decide whether they trust in the institution’s conservation mission based on what the experience firsthand when visiting and what they hear about through their social networks

Theories of persuasion posit a much larger role for the criteria of experience-based trust (trustworthiness) in deciding whether to believe a message about conservation or any topic.

ACM Trends 5.3 Figure 1

Figure 1. Model of how trust contributes to message credibility. Blue and green arrows show the contributions of experience- based trust. This report pays special attention to the contributions of the green arrows.

Figure 1 shows how the criteria of the two varieties of trust fuse into “epistemic authority”—i.e., whether people see you as a thought leader. The icons represent collections of behaviors the public judges when deciding whether to trust a potential thought leader. The arrows show the influence of epistemic authority on whether people believe the potential thought leader, i.e., believing the conservation messages that zoos and aquariums offer as potential conservation leaders.

Knology worked with zoos and aquariums to identify nearly one hundred behaviors that sampled every aspect of daily operations and mission-related work, including caring for animals, interacting with visitors and the local community, supporting staff, managing their finances, etc. (Voiklis, Gupta, Rank, et al., In Press).

We might call this activity “what is your trust fall?” In identifying these behaviors, Knology was asking zoos and aquariums to imagine each one as a piece of evidence for why members of the public should take the risk of trusting them. Two thousand people from around the U.S. participated in two surveys to assess the importance of these behaviors and how well zoos and aquariums performed them.

The results matched the theory: trustworthiness, with its five experience-based criteria, was the strongest predictor of message credibility. Identity-based trust criteria also mattered, but more so for specialized publics: For example, those who regularly sought out conservation news and likely identified as conservationists.

Trust for Children’s Museums

These findings from Knology on zoos and aquariums offer insights for the children’s museum field. Of course, children’s museums have a distinct trust profile that reflects their focus on children rather than conservation.

Further research is required to identify the key reasons behind children’s museums’ message credibility, as detailed with zoos and aquariums above.

Nevertheless, museum professionals can run an activity akin to the “what is your trust fall?” exercise. They can identify behaviors that provide the evidence their audiences need to assess trustworthiness. Virtual programming can provide evidence for almost every criterion of trustworthiness. Here, we focus on two criteria—Reliability and Benevolence—that audiences are likely to use when judging the trustworthiness of a children’s museum with which they are newly acquainted.

Virtual Programming as Evidence of Reliability

Children’s museums have long sought to reach audiences who cannot visit their facilities due to geographical distance and/or costs. Virtual programs, originally intended as an emergency response to the pandemic, help accomplish that goal. Continuing to produce virtual programming may tax resources for some museums, making these programs unfeasible. However, museums interested in sustaining virtual programming can use it as a way to cultivate the museum’s reputation for reliability and build trust with new audiences.

Virtual Programming as Evidence of Benevolence

Producing virtual programming can also serve as evidence of goodwill for audiences who cannot otherwise access the children’s museum. Again, continuing to offer consistent virtual programming would further cultivate the museum’s reputation for benevolence.

Market research (e.g., Dilenschneider, 2020) shows people avoid museums after a negative experience, including a seeming “bait and switch” in programming. It is possible to repair a breach of benevolence (Xie & Peng, 2009), but the process is slow and resource intensive.

Key Takeaway

Research shows that trust is crucial to successful engagement by public institutions, although much work remains to be done on the specific trust profile of children’s museums. Museums can get a head start by assessing their exhibits and programs—including virtual programming—from the perspective of their audiences. Museums can ask what does this exhibit or program reveal about my Competence, Reliability, Sincerity, Integrity, and Benevolence? Research can then test whether audiences agree when deciding whether they trust children’s museums and believe their messages.

References

Cvetkovich, G., & Lofstedt, R. E. (2013). Social Trust and the Management of Risk. Routledge.

Dilenschneider, C. (2020, June 24). Why People Say They Won’t Visit Cultural Entities, COVID-19 Aside (DATA). Impacts Experience. https://www.colleendilen.com/2020/06/24/why-people-say-they-wont-visit-cultural-entities-covd-19-aside-data/

Field, S., Fraser, J., Thomas, U.G., Voiklis, J., & ACM Staff (2022). The Expanding Role of Virtual Programming in Children’s Museums. ACM Trends 5(1). Knology & Association of Children’s Museums.

Museums and Trust 2021. (2021, September 21). American Association of Museums. https://www.aam-us.org/2021/09/30/museums-and-trust-2021/

Rousseau, D. M., Sitkin, S. B., Burt, R. S., & Camerer, C. (1998). Not so Different after All: A Cross-Discipline View of Trust. The Academy of Management Review, 23(3), 393–404.

Tomasello, M., & Gonzalez-Cabrera, I. (2017). The Role of Ontogeny in the Evolution of Human Cooperation. Human Nature, 28(3), 274–288.

Voiklis, J., Gupta, R., Rank, S. J., Dwyer, J. T., Fraser, J. R., and Thomas,

G. (In Press). Believing zoos and aquariums as conservation informants. Zoos & Aquariums in the Public Mind. Springer Nature.

Xie, Y., & Peng, S. (2009). How to repair customer trust after negative publicity: The roles of competence, integrity, benevolence, and forgiveness. Psychology & Marketing, 26(7), 572–589.

This project was made possible in part by the Institute of Museum and Library Services. The views, findings, conclusions or recommendations expressed in this publication do not necessarily represent those of the Institute of Museum and Library Services.

The Associations of Children’s Museums (ACM) champions children’s museums worldwide. Follow ACM on TwitterFacebook, and InstagramKnology produces practical social science for a better world. Follow Knology on Twitter.

The Expanding Role of Virtual Programming in Children’s Museums

This post was originally published as ACM Trends Report 5.1, the first report in the fifth volume of ACM Trends Reports, produced in partnership between ACM and Knology.

Volume 4 of the ACM Trends Report series, Museums in a Pandemic, reported findings from regularly conducted surveys by Knology and Association of Children’s Museums (ACM) about the impact of the COVID-19 pandemic on the children’s museum field. Museums closed their doors to the public in March 2020 at the start of the pandemic. More than 70% of ACM member museums were offering virtual programming by June 2020. Last year, museums slowly began reopening for in-person visits and had reached 61% by March 2021. The Spring 2021 ACM COVID impact survey suggested that about two-thirds of museums (n = 43 out of 67) were interested in continuing to offer virtual programming or engaging with communities online even after pandemic restrictions lifted.

In October 2021, Knology and ACM launched the first in an annual series of discussion forums that aim to address emerging questions from the field. Each forum features a panel of external experts that share recent research that might be applicable to the work of children’s museum operations. Presentations are followed by breakout sessions where museum professionals can consider the implications of that research to their practice, and explore their perspectives on the theme more broadly.

Based on the results of the impact survey, this first discussion forum focused on virtual programming. It is important to note that by October 2021, when the discussion forum took place, 91% of ACM members had reopened for in-person activities. We invited leaders and educators from ACM members to share their perspective about virtual programming. A total of 39 leaders and educators from museums across the United States attended the discussion forum. They represented museums that had offered virtual programming during the pandemic, and museums that had not done so. For this conversation, we defined virtual or online programming as programming or exhibits that require at-home or on-the-go screen time. This definition of virtual programming included activity kits if they offered a virtual or online engagement component.

ACM Trends #5.1

For the October 2021 discussion forum, we invited four experts to present their research. ACM Trends Report 5.1 focuses on the discussions that followed those presentations. During those conversations, the attendees explored the role of virtual programming as part of their institutional missions and culture, as well as their impact assessments of that programming.

The forum discussions included meeting attendee polling, and a Strengths, Weaknesses, Opportunities and Threats (SWOT) exercise with attendees based on their own experiences and institutions. This was followed by a general discussion about the future of virtual programming and possible needs to make that vision a reality.

Polling Results

We conducted live polling during the discussion forum, which helped to benchmark attendees’ opinions to support the discussion. These polls are not considered representative of the entire field. Rather, they represent the attendees’ perspectives.

Most attendees reported that they had either expanded or started virtual programming in response to the COVID-19 pandemic (n = 21). A little over half said that they planned to continue offering virtual programming in future (n = 16). We also asked museums to select the types of virtual programming they have done from a list generated from data gathered from the Spring 2021 COVID impact survey. The most common offering was take-home activity kits that included a live or pre-recorded virtual activity led by museum staff. This was followed by a virtual story time, and other pre-recorded and live videos on social media. Other activities that museums provided included free-play prompts, interactive games, and virtual museum tours.

SWOT Analysis Results

The SWOT exercise aimed to better understand museums’ experiences with and perceptions of virtual programming. We asked all attendees to participate whether they offered virtual programming or not so that we could get a mix of perspectives.

Strengths 

During the pandemic, many museum educators were tasked with filming virtual education programming for their institutions. As a result, museums invested in infrastructure and systems their staff needed to create and deliver these programs. This allowed museums to build up a library of virtual resources that they can provide to different audiences and share with other institutions. For example, one attendee said that, after participating in the museum’s virtual education programming, some parents of homeschooled children were interested in in-person learning experiences with their children at the museum.

Virtual programming has had other benefits for children’s museums, including increased accessibility. Many respondents said it helped make their programming more accessible to families. Some respondents also shared that the pandemic was an opportunity for their staff to develop new skills in support of virtual programming.

Lastly, many respondents said that working on virtual programming helped them strengthen existing partnerships, particularly with schools and educators. For example, one museum developed a website that showcases content from their exhibits, which they shared with local educators.

Weaknesses

The limits of virtual programming meant the museums had to think creatively about how to engage with families in their communities. Feedback from museum staff and leadership indicated that some felt that switching to virtual programming took away many of the elements of play they curated for their in-person visitors. Some respondents indicated they struggled with creating programming because virtual learning pedagogy was unknown or unfamiliar to them. Museums also had to consider the trade-offs and benefits to children’s learning between pre-recorded and live virtual sessions.

Museum staff described challenges with developing the skills needed to provide virtual programming. Some staff described difficulties with forming connections online audiences. Not all museum educators were comfortable with presenting content in an online format. Because of these experiences, some museum staff wanted resources about best practices for providing programming in virtual environments.

Museums either released or furloughed on average between 40 – 55% of their staff (ACM Trends Report 4.12). We heard from several participants that as a result they lacked the time and resources to produce high quality virtual programming. Some museums chose not to produce any virtual programming. Also, a few museums charged a fee, which may have prevented some families from accessing their programming.

Opportunities

Several attendees said they needed resources to help them continue providing virtual programming. One suggestion was to develop a platform where museums can exchange curriculum, media assets, and other resources related to providing effective virtual programming. Some museums have already taken steps to begin sharing resources. For example, one attendee said their institution was working with a consortium of other museums in California to collaboratively develop five activity kits that include video components they would share equally as a resource. By pooling their resources and working collaboratively on the content, these museums created higher quality kits and videos for their communities, while limiting costs and burdens on museum resources.

Some museums described opportunities for continuing virtual programming in partnership with local schools. These partnerships help extend the museum experience beyond in-person interactions to include learning in other contexts. One museum, which created a website with lesson plans for educators during the pandemic, now works with the local teachers. They are now developing targeted field trips that have a classroom component and an in-person or virtual experience.

Threats

The primary threats to continuing virtual programming in children’s museums are time, energy, and return on investment given the variability in attendance. Creating virtual programming can be a strain on both staff capacity and museum resources. One museum leader said they would need to staff a department dedicated to virtual programming to continue providing this type of service. Another museum leader said their pandemic virtual programming was necessary, but likely beyond their means when the museum returned to full operations due to staffing and budget constraints.

Many attendees felt that the return on investment was not sufficient for staff to continue virtual programming at their institutions. Concerns included the lower revenue from virtual programming when compared to live in- person programming. A few mentioned they were redirecting resources from virtual programming back toward reopening activities. One attendee said their museum’s partnership with Amazon Affiliates had helped to reduce their spending on virtual programming and enabled them to provide free or low-cost activity kits to families. But most leaders said that continuing to provide this kind of programming may not be sustainable without additional sources of funding.

Another critical concern raised in this session was Zoom Fatigue, the sense that interacting on screens had become overwhelming for working families and school age children. Attendees observed that many parents and caregivers who were responsible for supporting their families and helping their children with formal online learning seemed less inclined to engage in additional virtual learning with museums.

Virtual Programming in the Future

During the pandemic, museums reimagined their operations and service, and this has affected the staff. As COVID-19 restrictions are lifted, many museums have re- opened their doors to in-person visits. As of March 2022, 92% of ACM members globally are open the public (up from 91% when the discussion forum took place in October 2021). This has implications for the future of virtual programming in children’s museums. Museum staff shared their perspectives based on their experiences during the pandemic, and their thoughts on continuing to provide online content in future.

Museum staff said that virtual programming offered during the pandemic was most successful when it was done in partnership with local schools and educators. They also said that partnership was the most sustainable way to continue offering virtual programming in future. However, they noted that there was a lot less demand for virtual programming now that children’s museums and schools have re-opened for in-person activities.

Most attendees reported that they were re-assigning staff and resources from virtual programming back to their traditional in-person activities. Several mentioned the limited staff time available to keep offering virtual programming, even though they felt it was valuable extension of services. Some children’s museum staff reported developing a backlog of virtual content they could roll out slowly over time, but most had no plans to develop new virtual content once full operations resume.

Overall, attendees were reluctant to continue with virtual programming without financial sponsorship. They reported that the funding for virtual programming during COVID-19 restrictions came from grants, but even that was relatively minimal. They suggested that hiring additional staff who would be responsible for fundraising, planning and executing virtual programming might allow these programs to continue.

Key Takeaways

There are a few important takeaways from the responses to the polling questions and the outcomes of the SWOT exercise:

  • • Education was the primary focus for most virtual programming during the Many museums became education partners, providing content and space that could be used by both educators and parents;
  • • Virtual programming has helped museums support and serve new audiences in their communities;
  • • Some museums have formed partnerships with local schools and/or nearby children’s museums to collaborate on creating and providing virtual programming;
  • • Children’s museums would be open to an online exchange platform to help them build customized and branded virtual programming in collaboration with others;

and

  • • Museums said they would require additional funding or new revenue streams, staff, and training resources to continue providing virtual programming in future.
References

Flinner, K., Field, S., Voiklis, J., Thomas, U.G., & ACM Staff (2021). Museums in a Pandemic: Personnel & Rebuilding Teams. ACM Trends 4(12). Knology & Association of Children’s Museums.

Association of Children’s Museums. (2021, March 18) Reflecting on One Year of the Pandemic for Children’s Museums and the Communities They Serve. https://bit.ly/3jhxmJF

This project was made possible in part by the Institute of Museum and Library Services. The views, findings, conclusions or recommendations expressed in this publication do not necessarily represent those of the Institute of Museum and Library Services.

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