Museums and the Web

An annual conference exploring the social, cultural, design, technological, economic, and organizational issues of culture, science and heritage on-line.

You are herelearning

learning


smannion's picture

Beyond Cool: Making Mobile Augmented Reality Work for Museum Education

Shelley Mannion, Samsung Digital Discovery Centre at The British Museum, United Kingdom

http://www.britishmuseum.org/samsungcentre

Abstract

In fall 2010, the British Museum’s education team embarked on a multi-year plan to explore the potential of Augmented Reality (AR) in our galleries. We have since run four AR projects for young people, each of which focused on a different aspect of the technology. Our first project focused on revealing content on markers; the second on creating alternative views on the collection; the third on location-based AR for navigation; and the fourth on exhibiting virtual art in the galleries. These projects have both challenged and surprised us. Technical problems like the instability of compasses for positioning and poor 3G reception have challenged us to find workable solutions. Working with different age groups in formal and informal education settings led to discoveries about AR’s ability to delight and engage young learners and to teach fine motor skills. Shoestring budgets forced us to be creative and resourceful in our approach to mobile app development. Here, we share our experiences and lessons learned in integrating AR into museum and gallery learning programs.

dannybirchall's picture

Levelling Up: Towards Best Practice in Evaluating Museum Games

Danny Birchall and Martha Henson Wellcome Trust; Alexandra Burch and Daniel Evans, Science Museum, UK; Kate Haley Goldman, National Center for Interactive Learning at the Space Science Center, USA

Abstract

Museums make games because games can provide compelling educational engagement with museum themes and content, and the market for games is enormous. Truly understanding whether games are achieving your goals requires evaluation. In this paper, we identify the kind of games that museums make and use case studies of our own casual games to look at the benefits and means of evaluation. Beginning by identifying different kinds of evaluation within the broad framework of formative and summative practices, we suggest ways to plan an evaluation strategy and set objectives for your game. We then look in detail at evaluation methods: paper and wireframe testing, play-testing, soft launching, Google Analytics, surveys, and analysing responses “in the wild.” While we draw on our own experience for examples of best practice, we recognize that this is an area in which everyone has a lot to learn, and we conclude by suggesting some tactics for sharing knowledge across the museums’ sector.

Rules of Play: Design Elements of Addictive Online Learning Games

Keywords: 
games
Keywords: 
learning
Keywords: 
design
Keywords: 
interactivity
Keywords: 
interpretation
Abstract: 

Over the past decade, games have grown as both a commercial industry, as a field for scholarly research, and as a practical medium for teaching and learning. Inspired by a broad array of research emphasizing the effectiveness of problem-based, anchored instruction, developers have been creating games about subjects ranging from childhood obesity to electoral politics to personal finance.

Type: 
Workshop - full or half day
Authors: 

CANCELLED Blogging the past: Recreating history and creating community with Bound for South Australia 1836

Keywords: 
blog
Keywords: 
history
Keywords: 
learning
Keywords: 
schools
Keywords: 
curriculum
Keywords: 
Wordpress
Abstract: 

THIS SESSION HAS BEEN CANCELLED DUE TO CIRCUMSTANCES BEYOND THE AUTHORS' CONTROL, BUT YOU CAN STILL READ THE PAPER.

Type: 
Demonstration - show your project
ssbautista's picture

Understanding the Distributed Museum: Mapping the Spaces of Museology in Contemporary Culture

Susana Bautista and Anne Balsamo, University of Southern California, Los Angeles, California, U.S.A.

Abstract

Where is the museum for the digital generation? We use the term ìthe distributed museumî to describe the form that the museum takes as it is part of the creation and movement among new spaces that comprise contemporary networked learning environments. No longer located in a particular physical space, the museum extends its presence through all sorts of virtual spaces on the Web as well as in the transient spaces created through the diverse practices and technologies of mobility. This paper offers an analytical framework to describe and map the museology of the distributed museum as it unfolds across conceptual divides between physical and the virtual, the fixed and the mobile, and closed and open.

Keywords: museum, distributed, digital age, participatory, learning

Isabelle Astic's picture

A Ubiquitous Mobile Edutainment Application for Learning Science through Play

Isabelle Astic and Coline Aunis, Cnam/Musée des arts et métiers; Areti Damala and Eric Gressier-Soudan, Cnam/CEDRIC, France

Abstract

This paper advances the state of the art in games design of serious pervasive games. We analyze the game design of the two serious pervasive games built during the "PLUG, Play Ubiquitous Games and play more" project. We compare their desired objectives to the really completed ones. We then conclude with a section on what serious pervasive game design should be.

Keywords: pervasive games, serious games, game design, magic circle, flow theory, edutainment, learning

From Knowledge to Narrative – to Systems? At the junction of game design and museum education

Keywords: 
games
Keywords: 
education
Keywords: 
education
Keywords: 
design
Keywords: 
learning
Keywords: 
constructivism
Keywords: 
narrative
Abstract: 

Laura Robert's landmark book "From Knowledge to Narrative" (Roberts, 1997) analyzed a paradigm shift in museum exhibition in the late 20th century as educators moved museums from traditional methods of knowledge transmission to constructivist interpretive methods such as narrative.

Type: 
Paper - in formal session
Authors: 

Understanding the Distributed Museum: A Creative Visualization of Contemporary Digital Practices

Keywords: 
museums
Keywords: 
digital technology
Keywords: 
learning
Keywords: 
network
Keywords: 
distributed
Keywords: 
model
Abstract: 

The Distributed Museum Where is the museum for the digital generation?  Our presentati

Type: 
Professional Forum - discuss an issue

Rules of Play: Design Elements of Addictive Online Learning Games

Keywords: 
games
Keywords: 
learning
Keywords: 
play
Keywords: 
design
Keywords: 
workshop
Abstract: 

Over the past decade, games have grown as both a commercial industry, as a field for scholarly research, and as a practical medium for teaching and learning. Inspired by a broad array of research emphasizing the effectiveness of problem-based, anchored instruction, developers have been creating games about subjects ranging from childhood obesity to electoral politics to personal finance.

Type: 
Workshop - full or half day
Authors: