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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
     
A focus on the personal meanings and histories of objects is the essential element of a new Culture Online project: Every Object Tells A Story
(www.cultureonline.gov.uk/
projects/object.asp
). Aiming to encourage visitors (both physical and virtual) to create their own stories and to share their interpretations of hundreds of featured objects, the project offers a rich multimedia menu. Very much a twoway process, learners can upload their own perceptions and perspectives – and their own related objects – to the site via PC or mobile phone. Culture Online emphasises that Every Object Tells A Story has specific relevance to the National Curriculum for English. It is a comment on the content constraints of other subject areas that such a rich resource cannot claim anything but a serendipitous link elsewhere.

A second Culture Online project, The Dark (www.cultureonline.gov.
uk/projects/dark.asp
), also integrates a real museum/gallery experience with an online presence: the website and (touring) installation complement and support each other. Designed to create a 3D soundscape “filled with the virtual ghosts of our past”, it is intended to challenge the ways in which information is received and perceived.

The British Art Information Project (BAIP) is being developed as an integral part of the creation of the new Tate Britain, complementing the new gallery spaces. It is creating a fully indexed database of high quality digital images for all 50,000 British works and is “of extraordinary importance for the study and appreciation of British art” – incorporating the paintings, sculptures, works on paper and prints, and including a vast quantity of relatively inaccessible material, such

 
  heritage attractions and simple but effective search procedures give access to the museums’ material, by place, date or subject. Internet trails produced in partnership with museums and galleries provide significant opportunities for learning.

Show Me (www.show.me.uk) is the children’s version of the 24 Hour Museum and gives access to ‘cool’, ‘crazy’, ‘fun’, ‘scary’ and ‘wild stuff’ from UK museums, some of it developed specially in collaboration with educators and website developers in the museums themselves. (Call it anything but learning, seems to be the message.) The learning opportunities, however, range widely in both subject matter and strategy, as indicated by the examples in Table 4.1. (For a review of the wider context of learning through computer games, see Kirriemuir and McFarlane (2004).)

Fathom (www.fathom.com) is a rather different example of museums’ involvement in online learning and provides something of a salutary case study. Fathom was intended as a comprehensive directory of related online courses offered by universities and cultural institutions, including four major UK museums. Indeed it successfully offered a wealth of content, including multimedia lectures, articles, interviews, exhibits and seminars, featuring prominent museum curators and researchers. However, it failed for essentially commercial reasons, not because of its approach to learning – although this could be questioned (rather generally linear and reminiscent of a series of textbooks). The site continues
       
Title Invitation
Cabinet of Curiosity Here's your chance to be a museum curator
Digging Up The Romans History of Roman London - excellent for homework
Mission: Explore Fancy being a scientist? Need a mission? This is the game for you
Move It! In 1850 By Train, Wagon And Boat A Victorian race against time and money
Space Station Sweat and wee in outer space
The Dig Medieval? Victorian? Modern? You decide
The Story Of Trim The Cat A cheeky ship's cat is the star of this tale
Where's Monty? Lift the leaves to find Monty and his mates

Table 4.1 Examples of web-based museum learning projects on Show.Me (Taken from www.show.me.uk/games/games.html)
       

as watercolours and sketchbooks, including the Turner Bequest. It forms the basis for a range of new public information and education services delivered both at the Gallery and through the web. New images without copyright restrictions are already being fed through to the public via the Tate website each day, with new search mechanisms and other content generated by the project (Smith 2000).

The 24 Hour Museum
(www.24hourmuseum.org
.uk/index.html
) is the UK’s national virtual museum and acts as a portal to a rich range of resources. It aims to encourage visitors out into real sites by showcasing activities all over the UK, as well as news and exhibition information. Its database includes over 2,800 museums, galleries and

 
to be maintained by Columbia University as an archive of online learning resources.

4.3 WEB STRATEGIES AND LEARNING THEORIES

The Natural History Museum was the first UK museum to establish a web presence and remains one of the most frequently visited of all museum websites. Table 4.2 compares excerpts from the museum’s web strategy with key points from its education policy. What follows explores how these attributes manifest themselves in the current set of learning resources both on the NHM site and in the example of the MOLLIS initiative.

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