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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
     
educational establishments such as universities, rather than for the general visiting public, even though projects such as LEMUR (Learning with Museum Resources (www.abdn.ac.uk/lemur/)) may prove interesting.


1.4.2 Digital technologies

Digital technologies encompass a wide range of systems and devices, characterised by, but not limited to, the computer. Synonyms abound, such as ICT (=information and communication technology: note the singular) – used in
  the National Curriculum for England & Wales (DfEE/QCA 2000). Some applications such as databases and search engines make more accessible and more rapid tasks that were hitherto slow and tedious. Many replace previous earlier alternative or analogue versions – animation, audio, film, graphics, photography, television, video etc. Others facilitate essentially new activities that would otherwise be impossible; this is especially true of applications that create material on demand. Table 1.1 presents a summary in relation to learning within the museums/galleries sector.

     
 
The world wide web provides access to a range of digital resources including online libraries, journals, databases, and datasets, through the internet. Many museums incorporate some type of intranet within exhibitions, to provide a dedicated and limited resource that is functionally similar. Simulations and models allow interaction with and manipulation of real world environments. They permit field trips, experiments and other activities associated with a museum’s collection and research that are otherwise impracticable for reasons of time, locality, safety or expense.
Multimedia materials may include graphics, pictures, photographs, animations, film, video, and sound in addition to text and can potentially support a variety of learning styles. Microworlds and games provide an extension of the simulation by incorporating a case study scenario. In these kinds of games, the learner participates directly as a virtual persona (an avatar) rather than as a mere observer.
Computer mediated conferencing (CMC), including e-mail, discussion boards, bulletin boards and chat rooms, used to support many types of discursive or collaborative activities. Streaming digital audio and video delivered via the web can give access to real-life situations.
Presentation technologies, including digital projectors, and may be fully interactive or exclusively unidirectional. Visualisation tools can represent complex sets of data in a visual way.

Table 1.1 Uses of digital technologies for learning in museums/galleries
(adapted from glossary in Littlejohn and Higgison 2003)
       

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