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Question 3·Hard·Cross-Text Connections

Text 1
At the maritime gallery, brass placards have given way to glowing touchscreens. Visitors can now tap their way through scenarios like piloting a frigate or choosing a crew, but the main casualty is historical argument. Previously, a paragraph situated the 1790s mutinies within wages, war, and law; now a timer counts down as you guess whom to trust at the docks. The institution touts longer dwell times and vivid heat maps of movement. But dwell is not thought: the design keeps attention by swapping dilemmas for decisions, complexity for reflex. It confuses participation with understanding and trains visitors to handle the past as a game whose outcomes are theirs to choose.

Text 2
As a museum educator, I have seen families linger not because a screen blinks but because a question refuses to answer itself. The best interactive exhibits do not swap dilemmas for decisions; they stage dilemmas explicitly, then constrain action so a visitor must test an interpretation against evidence. A mutiny station can require reading a pay ledger, a log entry, and a court record before any decision is accepted; the system then shows what that choice predicts and where the documents resist it. When an installation reduces complexity to tapping, it fails, but the solution is better scaffolding, not a retreat to placards. And if we track metrics, they should pair time-on-task with evidence of reasoning, not rest on heat maps alone.

Question
Based on the texts, how would the author of Text 2 most likely respond to the critique of interactive exhibits presented in Text 1?