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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



real progress
will be limited
until learning is
widely regarded
as much more
than the
acquisition of a
body of
knowledge
     
Appreciation of the learning strategies and needs of the wide variety of museum learners means that there cannot be a single, simple approach. Johnson and Quin’s (2004) checklist of recommendations for exhibitions recognises this:

• have many entry points, and no specific path, start, or end
• employ a wide range of active learning media
• present a variety of perspectives
• enable visitors to engage with objects (and ideas) through a range of activities and experiences
• provide experiences and materials that stimulate participants to experiment, conjecture and draw conclusions.



2.4 ICT AND MUSEUM LEARNING

“The limitations of computer-assisted learning lie in our ability to understand the learning process, and not in the ability to develop the technology appropriate to any learning situation.” (Tawney 1979)

The accelerating development and influence of ICT has generated within the education community three distinct perspectives on e-learning. One is concerned almost exclusively with technical issues. The second sees ICT predominantly as a means of delivering conventional content, effectively unchanged, more quickly, more efficiently and to a much wider audience. The third takes a more radical stance and regards advances in ICT – with its powerful potential for democracy and differentiation – as a catalyst for a fundamental reappraisal of the whole enterprise of education.

Many myths persist about the role of ICT in learning (Hawkey 2001), and these can be as powerful in museums and galleries as they are in schools. Real progress will be limited until learning is widely regarded as much more than the acquisition of a body of knowledge. Even in the informal learning sector the notion of a necessarily prescribed ‘curriculum’ remains strong, with learning seen as the transfer of knowledge from expert to novice, with ICT as a vehicle for state-of-the-art information delivery. The final myth is that assessment requires but a simple measure of the knowledge deficit – “Why not,” enquired a government minister of a museum’s Head of Learning, “test visitors’ knowledge on entry and then test them again when they leave?”

The online museum offers a tantalising, seductive prospect for learning. Within a few years, suggests
 
  Anderson (1999), museum learning could become ubiquitous, reaching every home, workplace and educational institution. Learners can choose where and when they learn, both individually and socially. New kinds of learning – not necessarily better or worse, but certainly different, become possible. Moreover, learners can be stimulated to enhance their virtual experiences with a visit to the real thing, to engage directly with authentic objects. But, for all the talk of innovation and excitement, caution is counselled. After all, much digital learning material is impoverished – imaginatively, aesthetically, symbolically and educationally (Anderson 1999). And there are more fundamental issues.

Knell (2003) highlights a number of questions concerning the relationship between museums and digital technologies. Firstly, he is anxious that developments such as those evident in DigiCULT (European Commission 2002) are being led primarily by technologists, rather than by museologists. (Nor, we might add, are they necessarily influenced by educationalists.) Secondly, and more fundamentally, he questions whether a digital exhibit, however much it can be manipulated, can ever offer anything approaching the real museum experience: “The emotive experience of seeing the real requires the real and no surrogate will do. A virtual visitor may understand the thing better and be better prepared to interpret it when they see it but they may receive those peculiar attributes of real things only through real world engagement” (Knell 2003). That haptic technologies – 3D virtual reality – may one day give a sense of tangible reality he dismisses, at least for the time being, as “simply an illusion”. More credence is attributed to wireless technology and the handheld PDA, in potentially turning museums into inclusive spaces. Some examples, including the Tate Modern’s successful foray into this domain, are considered in some detail later (section 3).

Learning is, of course, both process and product. Historically society has paid more attention to the product – and, especially, to its assessment. One of the anticipated consequences of e-learning is a shift in emphasis towards process (Resnik 1999; Hepple 2000). It is, therefore, important that attention is paid to the learning process, rather than solely to the technical aspects of computer-based exhibits: did it work? was it robust? For example, while the Science Museum’s guidance for developers points out that the major
     
 


Figure 2.2 Quantum leaps in educational technology (Giorgini and Cardinali 2003)
     

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