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REPORT 9:
LEARNING WITH DIGITAL TECHNOLOGIES IN MUSEUMS, SCIENCE AND GALLERIES

Roy Hawkey, King’s College, London
 


       

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research intro

literature reviews




today, museums
provide a
plethora of
different kinds
of learning
activities
     
1994 was a key transition year for digital learning in museums, for there were two major developments, apparently independent and unrelated, but that were subsequently to converge. Within the museum, the audio guide, for many years a technological upstart attempting to make an impact, went digital (Proctor and Tellis 2003). And, on 4 July 1994, The Natural History Museum became the first UK museum website to go live, even if the material was initially an online brochure rather than a learning resource (Shaw 1995).

Today, museums provide a plethora of different kinds of learning activities. Anderson (1999) carried out an extensive survey and lists 23 categories, ranging from ‘Services for children’ (most frequent) to ‘Publications and resources for minority communities’ (least frequent). It is an indication of the rapid pace of development that, while approaches such as printed/audio-visual information, publications and trails all feature in the list, there is no specific reference to online or other digital provision. However, it requires little more than a cursory glance at the 24 Hour Museum site (www.24hourmuseum.org.uk) or that of its offspring Show Me (www.show.me.uk), to appreciate how rapid and widespread the growth of museum learning opportunities online has been in the early years of the 21st century.

It is perhaps not surprising, but still rather startling, that the pace of development since the mid-1990s has been so rapid. As little as three years ago, the museum community was still busy alerting itself to the fact that it would be necessary to alter its documentation practices to engage and to address the pedagogic needs of diverse audiences (Cameron 2001). The role of the museum both in respect of education, and in respect of its response to digital technologies for learning, therefore, is one which should be seen as emerging within a complex set of sometimes competing objectives. The aim of this review is to step back for a while from these debates and to ask, after ten years of experience in this area, how digital technologies might best be used to support the learning opportunities that museums can offer.


1.2 SCOPE OF THE REVIEW

The focus of this review is on those aspects of learning provided by museums and galleries through the use of digital technologies (Fig 1.1). It does not consider other functions that digital technologies fulfil in the museum sector, such as publicity or administration, except where developments such as collections management systems have a potential impact on opportunities for learning. It is, however, necessary to include some consideration of the wide range of informal learning opportunities that are available

Formal & informal learning with ICT – online, in school, home, workplace Other formal & informal learning – exhibitions, guides, printed resources etc
Collections management, record-keeping, digital exhibitions etc

Fig 1.1 Scope of the review

  through other non-digital modes and media within the museum environment. Similarly, it is not possible to completely isolate learning in museums and galleries from that in other informal situations.


1.3 SOURCES

Literature reviews conventionally concentrate on material published in books and peer-reviewed journals. However, while there is a body of work on learning in museums (see, for example, Hein 1998; Falk and Dierking 2000; Moussouri 2000; Moussouri 2002; MLA 2004) and a rapidly growing literature on the wider use of digital technologies for learning – especially in classrooms – there is little such work available at the intersect of all three domains. (The annual conference Museums and the Web (Bearman and Trant 1999 –2004) does increasingly feature papers relating to learning although the focus remains primarily technical rather than pedagogic.) Work cited in this review therefore includes a number of conference presentations and several online evaluation reports, as well as material produced by museums and galleries themselves and by government and other agencies.


1.4 DEFINITIONS

1.4.1 Museums and galleries

Of course, everybody knows what a museum is. Dictionaries define it as a place where objects important to art, history or science are studied, conserved and displayed. The International Council of Museums concurs, and emphasises collections. These definitions, however, rule out science and discovery centres, which don’t have collections (except, it can be argued, of exhibits). And the 24 Hour Museum (www.24hourmuseum.org.uk), which has neither place nor objects. And a gallery? A place where art is exhibited. Yet museums describe individual rooms as galleries, whatever they display, while in science centres they’re often halls or simply rooms. And what should we make of the concept of an interactive museum? Is it the case that museums – or at least individual galleries within museums – can either display objects or be full of specially built interactive learning machines?

This is neither mere semantics nor pedantry. It is a reminder that the museum is not a single, homogeneous entity, but a diverse range of institutions with a dual purpose: the creation of new knowledge (research) and its dissemination (education). Once these were intimately integrated, both functions were dependent upon the collections. With the advent of compulsory education, however, learning was seen as the preserve of schools and museums were seen as places merely for the storage of existing (potentially ancient) knowledge (Arnold 1996). Only now in the 21st century does digital technology potentially permit the reunification of these roles.

In this review, the terms museum and gallery are interpreted widely, to include any collection or display with public access, and we use the term museum throughout as shorthand. Although it does not specifically exclude them, there is little emphasis on two particular types of museum where digital technology and learning would be expected to play a synergetic role – as a search engine might identify. One group comprises those museums dedicated principally to the development of computers themselves, eg Heinz Nixdorf in Paderborn (www.hnf.de) or the Computer Museum in Boston, now part of the Museum of Science (www.mos.org/tcm/tcm.html). The other group is of those museums established within and on behalf of

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