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 literature reviews
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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 |
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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.
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| 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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