back to homepage
  who we are, where we are, what do we doHave an idea? Let Futurelab knowlatest thinking in learning researchconferences, seminars and workshopsinnovative practice in educational ICTviews and analysis of learning technology
 
 home | sitemap | contact
 




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

Roy Hawkey, King’s College, London
 


       

page

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19
20
21
22
23
24
research intro

literature reviews



we become
empowered as
learners when
we are in control
of the process
     
concepts, and with the world as we carry out experiments and explorations and interpret the results. And we become empowered as learners when we are in control of the process, actively pursuing knowledge rather than passively consuming it.”

Another model that has been used to support the design of museum exhibitions for active learning is that of learning styles. Kolb’s experiential learning model describes four dimensions in a learning cycle: immersion in concrete experience, followed by observations and reflections, then logical or inductive formation of abstract concepts and generalisations, and, finally, empirical testing of the implications of concepts in new situations. Learners, it is suggested, favour two of these, each pair identified as one of four fundamental learning strategies. Table 2.2 summarises these and their possible implications for learning in the museum. Recent exhibitions at the V&A – Silver Galleries and the British Galleries – have drawn on such approaches (Hinton 1999; Durbin 2002).


2.3.2 Knowledge, objects and free choice learning: the USPs of museums

Knowledge


However important the affective and social dimensions of learning may be, it is nevertheless important not to overlook the cognitive. After all, museums have a long tradition as repositories, not just of objects, but of the knowledge associated with those objects. George Hein (1995, 1998) has helpfully distinguished between theories of knowledge and theories of learning in the museum context; both are pertinent. An extreme view of

 
 
  Knowledge is independent  
  Knowledge is constructed  

Figure 2.1 2D model of knowledge and learning (Hein 1995, 1998)

Science Casebook, the heuristic Earth Lab and the constructivist Quest (Hawkey 2002). (See section 4 for a more detailed look at Quest.)


Objects

It is the objects themselves, however, that provide the unique learning potential of any museum, to foster active inquiry-based learning – learning from objects rather than simply learning about them. Activities based on objects: artefacts, works of art, scientific specimens, documents etc allow the learner to explore the many stories and interpretations that they offer.


Free choice and motivation

Museums also provide a free-choice learning experience, so motivation is key in effective learning; experiences should be stimulating, enjoyable, relevant and appropriate for the visitor. Interdisciplinary approaches are more likely to access the prior
       
Personal Social/cultural Physical
self-motivating, emotionally satisfying, personally rewarding knowledge is shared within communities learning is situated
meaningful, choice and control, appropriate level learning is distributed meaning-making all learning is influenced by awareness of place
learning is not just cognitive narrative is powerful  
new learning builds upon existing needs context / framework

Table 2.3 Contexts applicable to museum learning (after Falk and Dierking 2000)
 
       

knowledge sees it as absolute, as revealed truth. The contrasting epistemological view regards knowledge as the creation of the human mind and therefore transitory (Kuhn’s ‘current paradigm’). Similarly, theories of learning show a simple dichotomy between, on the one hand, the view that learning is simply added to a passive tabula rasa (clean slate or empty vessel) and, on the other, the view that new learning is actively assimilated into existing structures by the learner. These contradictory perspectives therefore offer conflicting views of the status of the knowledge held by the museum, and competing ways for learners to engage with that knowledge.

Hein’s analysis offers a distinction between the two types of constructivism – knowledge and learning – to produce four domains (see Fig 2.1). Examples can be cited of museum exhibitions, both real and virtual, where these domains are in evidence, whether by deliberate intent or by chance. For example, analysing the website of the Natural History Museum through Hein’s model enables identification of clear representations of each of these types, including the behaviourist
 
knowledge necessary for new learning to become established as new links are created and new understandings constructed. Intellectual progression should be provided within particular programmes and within the museum context as a whole, such that visitors are challenged, stimulated and can develop.

Within a theory of learning in which the learner is viewed as actively constructing knowledge, the social, personal and cultural context of learning becomes increasingly significant, as Falk and Dierking’s (2002) analysis (Table 2.3) summarises.

To facilitate the richness of the experience, the task for museums is to create a context for the learner, to structure and coordinate a range of meaningful choices, through appropriate orientation, signposting and navigation in order to provide the essential elements of museum learning: access to knowledge, enjoyment, awe and wonder – a cultural and social context in which to appreciate the value of the real and unique (Resource 2001).

... next page
       

Futurelab © 2004

top
previous page
Learning with Digital Technologies in Museums, Science and Galleries home