47,603 research outputs found

    Museum Learning via Social Media: (How) Can Interactions on Twitter Enhance the Museum Learning Experience?

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    Museums are rich sources of artifacts, people and potential dialogic interactions. Recent developments in web technologies pose big challenges to museums to integrate such technologies in their learning provision. The study presented here is concerned with the potential of how school visits to museums can be enhanced by the use of social media. The Museum of London (MoL) is selected as the site of the study and the participants were a Year 9 History class (13-14 years old) in a secondary school in Milton Keynes. It draws on Falk and Dierking’s (2000) Contextual Model of Learning and considers evidence of meaning making from students’ tweets and activity on-site. Observational data during the visit, the visit’s Twitter stream and post-visit interview data with the participants is presented and analysed. It is argued that use of Twitter, a microblogging platform (http://twitter.com), enhances the social interaction around museum artifacts and thus, the process of shared construction of meaning making, which can enrich the museum experience

    Action Research : the first steps to start up a pilot experiment in heritage education

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    Peer-reviewedLes relacions entre els museus i les escoles canvien amb l'Ășs d'internet. Volem analitzar com aquestes noves relacions tenen lloc a una escala nacional. És important analitzar aquestes noves relacions possibles, que sĂłn producte de canvis socials i tecnolĂČgics, ja que permeten noves interaccions i participaciĂł, al mateix temps que demanen canvis en les formes d'organitzaciĂł, la gestiĂł de recursos web i els models d'ensenyament i aprenentatge. Concretament, les xarxes d'aprenentatge poden establir una nova forma de relaciĂł entre els museus i les escoles, i els recursos educatius en lĂ­nia amb contingut sobre patrimoni cultural poden oferir oportunitats d'aprenentatge i recursos de coneixement mĂ©s enllĂ  dels lĂ­mits de l'ensenyament formal. Tanmateix, calen projectes experimentals per a efectuar proves i veure com aquests tipus de prĂ ctiques d'ensenyament i aprenentatge funcionaran en un context social i cultural concret. AixĂ­, doncs, la recerca activa pot contribuir al desenvolupament d'una experiĂšncia d'aprenentatge, basat en la reflexiĂł i l'acciĂł. L'objectiu d'aquesta experimentaciĂł Ă©s obtenir un model de treball i millors prĂ ctiques per a aprendre i ensenyar en xarxes d'aprenentatge formades per gestors, professors i estudiants de patrimoni en quĂš els membres produeixin i utilitzin recursos educatius en lĂ­nia amb contingut de patrimoni cultural. Els resultats d'aquest projecte empĂ­ric seran comprovats amb resultats de la primera part metodolĂČgica de la tesi doctoral per a obtenir un model que es pugui exportar a altres contextos.Las relaciones entre los museos y las escuelas cambian con el uso de internet. Queremos analizar cĂłmo estas nuevas relaciones tienen lugar a una escala nacional. Es importante analizar estas posibles nuevas relaciones, que son producto de cambios sociales y tecnolĂłgicos, ya que permiten nuevas interacciones y participaciĂłn, a la vez que requieren cambios en las formas de organizaciĂłn, la gestiĂłn de recursos web y los modelos de enseñanza y aprendizaje. Concretamente, las redes de aprendizaje pueden establecer una nueva forma de relaciĂłn entre los museos y las escuelas, y los recursos educativos en lĂ­nea con contenido de patrimonio cultural pueden ofrecer oportunidades de aprendizaje y recursos de conocimiento mĂĄs allĂĄ de los lĂ­mites de la enseñanza formal. No obstante, existe una necesidad de proyectos experimentales para realizar pruebas para ver cĂłmo estos tipos de prĂĄcticas de enseñanza y aprendizaje funcionarĂĄn en un contexto social y cultural concreto. AsĂ­ pues, la investigaciĂłn-acciĂłn puede contribuir al desarrollo de una experiencia de aprendizaje, basado en la reflexiĂłn y las acciones. El objetivo de esta experimentaciĂłn es obtener un modelo de trabajo y mejores prĂĄcticas para el aprendizaje y la enseñanza en redes de aprendizaje formadas por gestores, profesores y estudiantes del patrimonio en las que los miembros produzcan y utilicen recursos en lĂ­nea con contenido de patrimonio cultural. Los resultados de este proyecto de investigaciĂłn empĂ­rico serĂĄn comparados con los resultados de la primera parte metodolĂłgica de la tesis doctoral para obtener un modelo que pueda ser exportado a otros contextos.The relationships between museums and schools are changing through the use of internet. We want to analyse how these new relationships occur at a national level. It is important to analyse these possible new relationships, which are the product of social and technological changes. They allow for new interactions and participation whilst requiring changes in the forms of organisation, web resource management, and teaching and learning models. Specifically, learning networks can establish a new form of relationship between museums and schools and educational online resources with cultural heritage content can offer learning opportunities and knowledge resources beyond the boundaries of formal education. However, there is a need for experimental projects to test the evidence and to see how these kinds of teaching and learning practices will work within a concrete social and cultural context. Thus, Action Research can contribute to the development of a learning experience, based on reflection and actions. The aim of this experimentation is to obtain a working model and best practices for learning and teaching in learning networks shaped by heritage managers, teachers and students where the members produce and use educational online resources with cultural heritage content. The results of this empirical research project will be compared with results from the first methodological part of the PhD thesis to obtain a model that can be exported to other contexts

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science?

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    Citizen Science (CS) refers to a form of research collaboration that engages volunteers without formal scientific training in contributing to empirical scientific projects. Virtual Citizen Science (VCS) projects engage participants in online tasks. VCS has demonstrated its usefulness for research, however little is known about its learning potential for volunteers. This paper reports on research exploring the learning outcomes and processes in VCS. In order to identify different kinds of learning, 32 exploratory interviews of volunteers were conducted in three different VCS projects. We found six main learning outcomes related to different participants' activities in the project. Volunteers learn on four dimensions that are directly related to the scope of the VCS project: they learn at the task/game level, acquire pattern recognition skills, on-topic content knowledge, and improve their scientific literacy. Thanks to indirect opportunities of VCS projects, volunteers learn on two additional dimensions: off topic knowledge and skills, and personal development. Activities through which volunteers learn can be categorized in two levels: at a micro (task/game) level that is direct participation to the task, and at a macro level, i.e. use of project documentation, personal research on the Internet, and practicing specific roles in project communities. Both types are influenced by interactions with others in chat or forums. Most learning happens to be informal, unstructured and social. Volunteers do not only learn from others by interacting with scientists and their peers, but also by working for others: they gain knowledge, new status and skills by acting as active participants, moderators, editors, translators, community managers, etc. in a project community. This research highlights these informal and social aspects in adult learning and science education and also stresses the importance for learning through the indirect opportunities provided by the project: the main one being the opportunity to participate and progress in a project community, according to one's tastes and skills

    ALT-C 2010 - Conference Proceedings

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    Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series

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    Augmenting the field experience: a student-led comparison of techniques and technologies

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    In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
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