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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




the problems
posed by
developing an
interactive
museum gallery
are similar
to those
encountered in
the virtual realm
     
that, when applied to digital technologies, can remind us of key issues. (It certainly eliminates the mere act of pushing buttons or of clicking a mouse, that some museums have mistaken for interactivity.) Although, as identified earlier, there may be worthwhile learning outcomes other than understanding, the emphases on clear educational objectives, on choice and initiative and on the social dimensions are especially welcome.

The critical role of the social dimensions of interactivity is highlighted by Heath and vom Lehn (2002). For them, it is the learners who are interactive rather than the exhibit. Their Wellcome Trust-funded study of interactives in science museums highlights many of the false assumptions inherent in many interactive galleries. Museum visitors, they observe, rarely behave in ways that exhibition designers anticipate; they follow neither the sequence nor the pace intended.

This leads us to consider the nature and context of interactive exhibits. Bradburne (2001) distinguishes forcefully between an exhibition and an informal learning environment. The former, he contends, is designed to “broadcast facts”, the latter to “support action (or, better, interaction)”. If learning is associated with sustained engagement then exhibits would structure and sustain interaction between users, rather than attempt to demonstrate principles. Such an approach conflicts with that of Gilbert and Stocklmayer (2001). While recognising the need for entertainment and for opportunities for learners to build upon pre-existing understanding, their focus is primarily upon the exhibit as a (more or less) effective way of conveying scientific principles.

Taking an apparently similar perspective, in that the sessions that they describe are designed to lead to the acquisition of a single right answer and its accepted explanation, Hemmings et al (2001) report an ethnographic study of the Magician’s Road gallery at the National Railway Museum. The exhibition itself, a ‘mélange of apparatus, representation, texts and physical artefacts’ is taken to be an analogue of a digital, hypertext website and leads them to conclude that, in terms of ‘providing pathways through information’, the problems posed by developing an interactive museum gallery are similar to those encountered in the virtual realm. This may well be the case. However, the nature and focus of the interactives they chose may provide little insight into more open-ended or enquirybased learning whether in or beyond the museum setting.

This is where the real conflict lies, between fundamentally different philosophies of the relationship between museum and visitor. How are learners treated? Are they seen merely as passive recipients of the expert knowledge and opinions of the curator? Is there emphasis on transmitting knowledge or on fostering inquiry skills? On providing answers or on promoting questions? Is there active engagement with objects or other materials? Is there real learner choice?


3.2 PARTICIPATION

Resources that enable visitor participation have the potential to offer a more complex version of interactivity. In museums this can vary from what is essentially a simple yes/no vote – eg Antenna in the Wellcome Wing of the Science
  Museum – to creating a digital record of oneself for subsequent retrieval. The museum’s In touch site allows the visitor to make his or her own web page and to access this after the visit. (Such is the popularity of this interactive activity that by 1 April 2004, over 200, 000 personal web sites had been created.) This is also a feature of At-Bristol’s Get Connected (www.at-bristol.org.uk/ explore/connected.htm), where visitors can compare their ideas on a variety of topics from cloning endangered species to using robot cleaners.

In many museums of science and technology – and, certainly, in science centres – the axis of learning has shifted from the deficit model to one of dialogue. Learner participation is central to this change of emphasis. An example, which also highlights pan-European collaboration, is Bionet (www.bionetonline. com), in which both At-Bristol and the Science Museum are partners. Accessible online in nine languages through the websites of eight museums and science centres, Bionet facilitates exploration and debate about current developments in biotechnology. Fundamental to the approach is the incorporation of ethical and legal aspects in addition to the science, but it is the capacity for users to express opinions and to argue with each other as well as with experts that makes the project distinctive.

The Victoria and Albert Museum has experimented with a number of projects in which family learners were encouraged to engage with exhibits by creating their own digital images. Key to the success of the Canon event was visitors’ appreciation that, through learning new skills, they could themselves create their own masterpieces to stand – at least, virtually – alongside those in the exhibition. Photomontage and collage techniques were applied to the digital images from around the museum, displaying themes and interrelationships chosen by the visitors as learners rather than by the curators as experts. Wish.you.were.here was a similar project in which visitors learned to use a digital camera and graphical editing software. The work appeared as digital postcards, e-mailed to friends and family or subsequently accessed on the museum’s website.

Durbin (2004) suggests going much further than mere participation. “You don’t have to sweat it out over all your content if you are prepared to allow visitors to generate it for you”, she asserts. She cautions against the tendency for museum curators to communicate in one direction only, but affirms that the V&A is “keen to ensure the site works in both directions” and that it draws “on the expertise and enthusiasm of visitors as well”. In this way, visitors to the website will feel they can contribute to the work of the museum while developing their own creativity.


3.3 COLLABORATION

One of the powerful features of digital technology is the relative ease with which collaboration becomes possible. Learners benefit from seamless access to resources and ideas from other areas, both geographical and conceptual – and to other learners.

The collaborative aspects of learning are generally high on the agenda in the museum context. Galani and Chalmers (2002) report an innovative study involving a three-way collaboration between real learners

... next page
      in many
museums of
science and
technology, the
axis of learning
has shifted from
the deficit model
to one of
dialogue

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