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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


 
     
4  ONLINE LEARNING

“Want to find out what the world was like a century ago? Visit a museum. Want to find out what computer-based learning was like a decade ago? Visit a museum website!”

Was this speaker at a recent Museums and the Web conference being cruelly satirical or provocatively inaccurate? Possibly both, for a look at museum websites reveals almost every possibility from the tediously dull and trivial to the imaginative and innovative. This section of the review will describe some of the major web resources currently available, and begin to explore how web resources can reflect underlying theories of learning.


4.1 EVALUATING ONLINE LEARNING

There is little understanding of what makes a successful museum website in terms of learning potential (MDA 2001). There are few formally developed measures for evaluating educational websites in general, let alone museum sites:

“While it is clear that museum resources can have a distinctive contribution to make in terms of the learning that they can generate, it is not clear whether this distinctiveness is appreciable in classroom use of websites or whether there are different expectations and different criteria involved in judging educational web resources generated by museums.” (MDA 2001)

In an attempt to provide evaluation criteria, Schaller et al (2002) conducted a study of learners’ preferences for different types of web-based educational activities. From a variety of museums’ websites they identified six distinct types of activity:

• creative play
• guided tour
• interactive reference
• puzzle/mystery
• role-play/stories
• simulation.


They found significant differences in the preferences of adults and children, which they attribute to differences in motivation. Adults, they contend, “know what they want to learn and they want to learn it in the most direct way”. Children, by contrast, “respond positively to the opportunity for interaction and choice within a goal-based environment”. The authors assume these differences to be axiomatic and hardly surprising.

Potentially more useful is their analysis of the correspondence of different types of web learning activity with pedagogical approaches: “discovery learning lends itself to puzzles and mysteries, with their single correct solution, while constructivism supports user-created outcomes that allow more personal choice and involvement”. Most valuable is their general conclusion that some combination of reference and play is likely to provide maximum appeal and, therefore, most learning potential.


4.2 MUSEUM WEBSITES

Many major museums and galleries carry web-based products that tend towards one or other of these extremes, often reflecting the pedagogical perspectives of their originators – curators, educators or web designers.
  The British Library began the Electronic Beowulf project in 1993, as one of a number of initiatives to increase access to its collections by the use of imaging and network technology (www.bl.uk/collections/ treasures/beowulf.html). This electronic version of Beowulf provides new, easy-touse search facilities to help readers explore the texts, opening up the possibilities for sophisticated interpretation and “close to challenging the object in terms of being the ultimate repository of knowledge” (Knell 2003)

The British Museum’s major online learning resource is Compass (www.thebritishmuseum.org.uk
/compass
). This is essentially an annotated online database featuring around 5,000 objects chosen by the curators “to reflect the extraordinary range of the British Museum’s collections”.

“The system features a wealth of links, background information and maps. There are online tours on a variety of subjects, including introductions to the current exhibitions. Each object featured is illustrated with high quality images that you can enlarge and study in detail. The information has been written with the general visitor in mind, and technical terms are explained in glossary links. If you want to find out more, many of the articles give references to books recommended by the curators.”

In contrast, Loverance (2001) summarises the British Museum’s development of educational websites on Ancient Civilizations (www.ancientegypt.co.uk and www.mesopotamia.co.uk). She suggests three alternative strategies to draw learners from better known to less wellknown areas of content:

• familiarity or skills transfer
• discovery or experimentation
• confounding expectations.


The National Maritime Museum (www.nmm.ac.uk) “seeks to promote online learning as an extension of the Museum’s collections” - through activities, resources and information. The material appears fairly typical of museums’ online learning offers: a mixture of downloadable resources, fun activities and textbook-type pages. All carefully constructed and well presented, but using digital technologies essentially as a delivery mechanism.

The museum’s Search Station (www.nmm.ac.uk/searchstation) is a more sophisticated product, the reception of which has been universally positive (Smith 2000). It offers interactive, computerised access to nearly 2,000 items from the Museum’s collections that may not be on display. In the Museum, visitors can access the Search Station using ten linked workstations, always available to adult learners and researchers and bookable by school groups. The materials are also available online on the Museum’s website, and as a hybrid CD-Rom for primary schools.

Online exhibitions can offer multiple learning paths through material in ways that real exhibitions cannot. The Smithsonian’s Revealing Things (www.si.edu/revealingthings), for example, uses Thinkmap® for the provision of a dynamic interface in which the learner has control over content and narrative. Such features permit a large degree of experimentation, by both learner and expert provider (Freedman 2003).

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