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

glossary

view as pdf
     
(actually present in an exhibition), virtual learners (online) and a third group in a 3D virtual reality environment. Their work explores the social context of learning in a way that bridges or blurs the boundaries between visitors who are local and remote, and between digital and physical. The intention is that learners will be able to create associations within a museum collection and between collections, and that those associations will form a resource not only for subsequent visits, but also for the visits of others.

The STEM project (www.sciencemuseum. org.uk/education/stem) encourages visitors to the physical museum or to its website to share their ideas on the educational use of the National Museums of Science and Industry, which are published on the web (Bazley 1998). For students it is a way of ‘promoting deeper reflection on the visit than might otherwise take place’, and many of the sites created are ‘superb educational resources in their own right’. Teachers can produce valuable guides and resources for other teachers using the museums, including one for the Magician’s Road gallery, referred to above. Further collaborations with US teachers and the Franklin Institute in Philadelphia indicate the potential for crossing boundaries in work of this type. Elinich (2004) describes the Franklin Institute’s project Keystone Online, in which research-based activity kits and professional development opportunities combine with a dedicated website to facilitate inquiry-based science teaching.


3.4 PERSONALISATION AND MOBILITY

Learning in museums and galleries has been supported by electronic technologies for over forty years, since the first audio guides were developed – firstly reel-to-reel tape, then cassette and, now, digital systems (Proctor and Tellis 2003). The introduction of digital technologies represents not simply a further enhancement in sound quality, nor merely the additional possibilities of multimedia. The key factor is the offer of a totally new learning experience, based upon apparently unlimited choice and freedom. Flexibility is crucial, enabling learners to select their own pathways and pacing.

Underlying museums’ use of such approaches are both practical and philosophical perspectives. Sharples (2000) has developed a ‘theory of lifelong learning’ mediated by handheld and wearable technology, considering hardware, software, communications and interface design. Devices must be:

• highly portable, so that they can be available wherever the user needs to learn

• individual, adapting to the learner’s abilities, knowledge and learning styles and designed to support personal learning, rather than general office work

• unobtrusive, so that the learner can capture situations and retrieve knowledge without the technology obtruding on the situation

• available anywhere, to enable communication with teachers, experts and peers

• adaptable to the learner’s evolving skills and knowledge

• persistent, to manage learning throughout a lifetime, so that the learner’s personal accumulation of resources and knowledge will be immediately accessible despite changes in technology
  • useful, suited to everyday needs for communication, reference, work and learning

• intuitive to use by people with no previous experience of the technology.


Two approaches in current use are handhelds and wearables. Both offer the potential of an individualised approach to learning, differentiated – at least to some extent – by learner choice. Indeed the differences between the two systems are largely ergonomic rather than conceptual, relating principally to portability and visual display. Either can carry data in on-board memory or by accessing a virtual network; both can be triggered by the learner and/or by sensor systems in the museum’s exhibits. As Hepple (2000) reminds us, within months (rather than years) the majority of those who enter the physical space of a museum will be carrying their own digital communications device. Wireless networks are already in place in many public spaces. Educators have begun – perhaps a little tentatively – to embrace the technology, rather than to deny its existence or to prohibit its use.

Sparacino (2002) describes a study – with a wearable/heads-up display – at the MIT Museum, in the exhibition Robots and Beyond. The system is intended to “’understand the use’ and to produce an output based on the interpretation of the user’s intention in context”. This, however, is inevitably based on behaviour – time spent in particular places, objects viewed (an advantage of the heads-up system), information requested etc – rather than on the analysis of any learning per se.

The Electronic Guidebook project at the Exploratorium in San Francisco makes effective use of handhelds (Semper and Spasojevic 2002). As with Sparacino’s work, many of the lessons learned relate to visitor behaviour and to practical matters. Seen as a highly positive feature, the ability to bookmark material for subsequent retrieval was identified as instrumental in facilitating playing with the exhibits, central to the Exploratorium’s philosophy, where “the right answer is a question” (Klages 1995). In contrast, there was a tendency for reduced interaction, both with the exhibits themselves and with other visitors. This negative aspect appeared to have both mechanical and cognitive dimensions: the need to hold the device reduced hands-on activity while the reading demands inhibited conversation.

Hsi (2003) follows up this work with a further study. She concentrates rather more on learning issues, on what she terms “nomadic inquiry”. Learners can manipulate information and conduct investigations while moving between the physical exhibit, the virtual realm of the handheld and other experiences. However, while positive about the potential of the system, she again highlights the two major concerns previously identified: the danger of replacing hands-on interaction – “mediated by conversations with others and cognitively challenging” – with “a headsdown one-way transmission of information”. Avoiding this requires careful instructional design; learners can then benefit from their mobility within the physical context of objects and exhibits without feeling socially or physically isolated.

Combatting social and physical isolation is something towards which museums strive, particularly in relation to visitors with disabilities. The MUSEpad project is designing,

... next page
     

within months
the majority of
those who enter
the physical
space of a
museum will be
carrying their
own digital
communications
device

Futurelab © 2004

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