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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


for the future
the need is for
an entirely fresh
approach
     
paradigms either of museums or of e-learning. It is certainly not sensible to think that the future of learning with digital technologies in museums and galleries lies merely with some hybrid synthesis of the educational expertise of the classroom teacher with the functionality of any extant museum website.

Museums may be educational innovators, but virtual museums have evolved primarily as replications of the physical structure of museums rather than being based on their underlying and originating principles (Goldman and Kaplan 2002). Indeed, “many museums are failing themselves and their users by creating a digital pastiche of the physical museum, rather than seizing the opportunity to extend and enhance the museum learning experience offered by effective use of ICT” (Prosser and Eddisford 2004). Mitchell (2002) suggests treating time and space as the key variables (Table 5.2): are the visitor and the interpreter in the same place at the same time? This analysis has interesting implications, for the key difference between a real exhibition and a virtual exhibition is the location of the visitor, as the interpreter is not present simultaneously in either case. This approach also has the advantage of removing the real or virtual dilemma.

  local remote
synchr
-onous
live tour/
personal
interaction
marginal
encouraged
alternative
asynchr
-onous
physical exhibit,
with interpretation
in ‘stored’medium
online
exhibit

Table 5.2 Exhibits, interpretation, media (after Mitchell 2002)

It helps us to recognise that 21st century technologies enable digital materials to supplement and enhance 3D objects.

For the future the need is for an entirely fresh approach. Current mutations may give rise to the rapid evolution of totally new species that incorporate radically new ways of thinking – about museums, about learning and about digital technologies:

• individual exhibits (or components) rather than exhibitions

• learner input in development

• pathways rather than packages

• signposts rather than tracks

• new concepts of temporality and permanence.


The integration of real and virtual will provide further powerful learning opportunities. Jones (2002) develops some of the feedback features of mobile interpretative methods into the notion of the self-learning hypermuseum. Here, the tracking of visitors and the analysis of their behaviour patterns is used not only generically in helping to evaluate both exhibits and interpretative materials, but also to develop a differentiated and individualised approach. The combination of both real and virtual objects with artificial intelligence systems enables the museum itself to learn, to adapt to new visitors, based on the patterns, preferences and predilections of previous visitors.

Knell (2003) argues that the object will inevitably remain the ultimate repository of knowledge, even if technologies do provide possibilities for sophisticated interpretation.
  Museums may wish to present their audiences with challenges, but they will still want control of the thrust of the interpretation. Yet, as Freedman (2003) asserts, individual objects have shifting and ambiguous meanings; their significance is open to multiple interpretations and highly dependent upon context. Key to an individual learner’s understanding is the opportunity to construct a large number of meaningful conceptual connections. In a physical exhibition this possibility is restricted to the selection of the curator/designer; with an online exhibit learners are able to construct their own personalised narratives.

Personalisation is the way forward. Not the kind of personalisation represented by the supermarket loyalty card or the website cookie. But personalisation of interpretation, of technology and of learning. Personalisation of interpretation could significantly enhance social and intellectual inclusion. Personalisation of technology could free both museums and learners from many of the current constraints. Personalisation of learning could finally facilitate an escape from the deficit models so prevalent in educational institutions and release untold potential.

“Let’s do the interesting bits first, then we might not have time for the boring bits!” Said by a child to the adults accompanying her on entering a major national museum, this highlights the need for personalisation. Just as no two museums are identical, not even two exhibitions within a museum, so all museum visitors, all learners, are different. Prior to the introduction of digital technologies it was possible to distinguish only between museums that presented a single curatorial view and those – with the visitor in mind – that assumed all visitors to be well-educated good readers of English. Trying to layer content on text panels, using different fonts or point sizes, had serious implications for learning and for design integrity.

Imagine a family group of two adults, with different subject interests and preferred learning styles, and two or three children, of various ages, abilities and attention spans. With personalised applications of digital technologies, they can all share the same experience – look at the same artefact, engage with the same activity – but each can fine tune it in ways of his/her own choosing. This might mean a different language, presentation style, degree of complexity, technical vocabulary etc. It might mean a choice of very different approaches to the same material: information or inquiry, instruction or investigation. Every exhibit has numerous logical links to other exhibits, which may be physically separated or only available digitally. Whether on-site or online (or both) these links can be made real for each individual. The group has a shared experience, enhanced by their own choices, which can then in turn be shared with each other.

The story of digital technologies in educational contexts has often been one of a solution in search of a problem. The provision of learning opportunities in museums has frequently been driven by the agendas of expert curators or of the formal education sector. Drawing on the example provided by Inspiring Learning for All (MLA 2004) it is time for educators to take the lead and to make demands of both museums and technologists. For, after all, learning in museums with digital technologies is principally about learning.

... next page
     

it is time for
educators to take
the lead and to
make demands
of both
museums and
technologists

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