| A new outlook for learning in museums | |
Cèsar Carreras ccarreras@uoc.edu |
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| Much of the work that goes on in the educational department of any museum may have a digital counterpart. Normally, this is the sort of material that may be provided for user visits—whether they be school students, families or individual members of the public—such as dossiers of objects, guides for students of different ages, teachers' dossiers (to prepare the visit) and interactive workshops. | |
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Educational material on paper can easily be turned into educational resources on a Web site from which they can be downloaded or printed, including even audio and video documents. In many cases, educational activities in interactive workshops would be difficult to reproduce on paper; however, they may be turned into interactive digital experiences that facilitate the understanding of complex phenomena through games or intellectual challenges. The digital interactive resources represent a progression of mechanical resources created in centres such as Exploratorium in the 1970s and 80s, which were developed mainly in science and technology museums, known as Hands-On museums, that offer: These days we have the advantage that children are accustomed to the digital environment, in which they habitually play (e.g., with game consoles). The possibility exists of creating fantasy virtual environments and iconographies made to measure for each age-group. Insofar as these interactive games have scripts linked with children's school learning, the educational potential is even greater. Hence, it is important for educationalists and teachers to coordinate their efforts as co-authors of these digital resources. When we speak of education we are referring not just to children and young people, but also to continuing education for adults. Few resources have been devoted to this age group, who have their own interests and personal agenda, and who can become excellent learners in both analogue and digital environments. These days museum educational departments are starting to deal with new kinds of public. Older people, for example, who now have more free time and good health to enjoy cultural activities, may have difficulty interacting with computers. Any simplification of menus or improvement in accessibility and visual clarity will smooth their visit. The arrival and integration of immigrant sections of the community also obliges museums to adapt their discourse and educational material to a new public. Finally, specialists who come to the museum may need a tailor-made visit. How museum staff are affected Insofar as information and communication technologies offer added value for their work, allowing them to reduce the time spent on mechanical tasks and providing more options for communication and education, museologists will accept their introduction. The introduction of information technology by heritage institutions must take account of the human resources they have available. At the moment, one extra duty for their staff is the digitalization of their collections, not only of objects but also associated images, videos and audio recordings. In general, such digital cataloguing is very widespread, and content may even be exported directly to a Web site (e.g., DOMUS programme, Museum Plus). However, there are few working examples, the issue of XML schemata is not being considered, and nor are cross-platform formats. For further information about studies evaluating IT in cultural dissemination contexts, see http://oliba.uoc.edu/aracne.
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