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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



webcasts give
the learner the
potential for
interaction not
(yet) otherwise
available
     
characterised by differentiation and change. Better understanding will require synthesis and integration of what is known about the nature of information, the characteristics of complex communities and instructional design for online learning.


4.4 WEBCASTS

Webcasts are a developing feature of the e-learning offer of an increasing number of museums. Initially seen as a way of introducing the human dimension – of curator, researcher, expert – at far less cost than film or TV, they provide another example of synergy. Webcasts give the learner the potential for interaction not (yet) otherwise available. Participants can ask questions, feedback ideas or preferences and engage in a raft of other activities. A pioneer in the museum realm, the Exploratorium offers a programme of frequent live webcasts while the Natural History Museum – from its Darwin Centre – has an equally ambitious commitment to creating an ever-increasing archive of its daily Darwin Centre Live programme. In both cases video and audio is streamed over the internet, although different platforms are utilised. (A recent highlight was a three-way collaboration between the two institutions and the NHM’s field research station in Belize (www. exploratorium.edu/
origins/belizelondon/ index.html
).)

In many ways such webcasts are a natural development of the kinds of public presentations given on-site, themselves extensively supported by a range of digital technologies. Presentation is a more apt term than talk or lecture, although encounter or exchange might place further emphasis on the aspiration of two-way communications, especially in science museums, where dialogue is replacing deficit as a model: see also, for example, the Dana Centre at the Science Museum (www.danacentre.org.uk) or the Boston Museum of Science (www.mos.org).


4.5 SUMMARY

Museum websites may have begun as digital brochures and developed subsequently into online representations of the physical museum, but they have not stopped there. Generally resisting the temptation to use the latest special effects for their own sake, they show considerable diversity – of content, design, philosophy and navigational practice. The best are among the best sites for learning anywhere on the internet. While not professing to play the same kind of role as commercially produced games, many museum websites provide enjoyable and meaningful experiences in which the representation of objects and artefacts and the motivation and active engagement of learners are clearly paramount.


5  THE FUTURE: MORE OF THE SAME... OR SOMETHING COMPLETELY DIFFERENT?

To what extent will museums continue to use digital technologies to facilitate the same kinds of learning as earlier, more traditional approaches? Will cultural institutions inevitably become hybrids of the real and the digital? How far can they go in using new opportunities to foster completely new strategies? What

 
  kinds of learning philosophy and rationale – explicit or implicit – are discernable? What are the key parameters that museums need to address when planning future opportunities for learning with digital technologies? Where do the tensions lie? What are the risks in making the wrong decisions – or in making no decisions at all beyond the maintenance of the status quo?

Museums began to develop electronic exhibitions and learning resources for a number of reasons. They were able to showcase a wider range of objects; they could mount exhibitions on different – and difficult – subjects, perhaps more specialised or more topical; they could increase outreach and access; they could attract more visitors to the physical museum. These aims have already been realised. They have certainly moved well beyond the use of ICT to facilitate the school visit or field trip (Schmidt 1997; Tinker et al 2002). Beginning to emerge are signs of a revolution far greater than that envisaged in A Netful of Jewels (National Museum Directors’ Conference 1999) or in Building the Digital Museum (Smith 2000).

Since the proliferation of museums in the late 19th century there have been many changes (Table 5.1). The museum’s relationship with its visitors, with potential learners, has moved from (in)tolerance through encouragement (in search of visitor numbers) to empowerment (as philosophies alter). Once the only raison d’être, objects – while no longer quite as

  1880s 1990s 2020?
Objects
Learners
ICT
exotic
tolerated
n/a
marginal
encouraged
alternative
essential
empowered
integral

Table 5.1 2020 vision (Hawkey 2001)

exotic – retain (or, possibly, have regained) their uniqueness. The most dramatic change lies with digital technologies, initially feared as competitor, now welcomed as ally.

So, whither learning in the 21st century museum? Abungu (1999) is clear that,

“Museums of the 21st century are places to explore, and to learn through discovery. The exhibits should not provide all the answers, but be interactive and stimulate the visitor to ask questions.”

Sheppard (2001) agrees with the significance, in terms both of discovery and of intellectual development:

“Museums encourage discovery. Through the power of objects, they help visitors link their worlds to those of other times and places. Through both content and context, museums teach visual thinking skills, using tangible objects to help visitors understand and respect the diversity of their worlds.”

It has been convenient in this review to deal separately with learning on-site, in the physical space of the museum, and online – at home, school or wherever. However, as with the distinction between formal and informal learning, the boundaries are blurring (Fig 5.1) and it would be a mistake to make any assumptions based on the traditional



Figure 5.1 Persistent dichotomies or blurring the boundaries? (Hawkey 2001b)

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