Mobile Learning in Museums: Insights from recent research

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Insights from four years of evaluation and research on mobile learning at the British Museum's Samsung Digital Discovery Centre. Presented at the University of Leicester Museum Studies brown bag research seminar on 19 June 2013. Many thanks to Dr. Giasemi Vavoula and Laura Diaz Ramos for inviting me to speak and organising the event.

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  • Mobile Learning in Museums: Insights from recent research

    1. 1. Mobile learning in museumsInsights from research at the British MuseumPresented at University of Leicester, 19 June 2013Shelley Mannion @smannionDigital Learning Programmes ManagerThe British MuseumPhotos by Benedict Johnson
    2. 2. Virtual versus real.Really?
    3. 3. Stedelijk Museum,Amsterdam, 1952Photo by LoicT on Flickr
    4. 4. Integrated interpretationFrom Peter Samis, MW2007, Gaining Traction in Vaseline
    5. 5. Mobile is simply anaddition to our existingarsenal of interpretivetools.
    6. 6. Big Draw, 2010: Even old devices are cool.Mobile learning at the British Museum
    7. 7. Passport to the Afterlife Augmented Reality trail
    8. 8. QR code trails with iBeaken in permanent galleries
    9. 9. Photography trails for schools, families. Cameras are mobile devices too.
    10. 10. Tablet-based activity trails plus cameras in Multimedia Magic.
    11. 11. Mobile worksheets with WildForm for fact gathering offline.
    12. 12. Get away fromstop-based treasure huntsActive and participatoryExperientialCollaborativeAccommodate differentlearning stylesOur goals
    13. 13. Our audience
    14. 14. Our content
    15. 15. Novelty effect
    16. 16. Motivating
    17. 17. • Can be superficial. Too excited.DistractionsDistractionsDistractionsDistractions
    18. 18. Collaboration
    19. 19. 4-5 per device toomanyLarge screens - bah.Can blend withanalogue (sometimes)Friendship groupsversus ability groups
    20. 20. Younger children, 2per device, butprompt them toshareTeens (11 and up),own device doesn’tdiscourage socialinteraction
    21. 21. Activity design
    22. 22. Photography trumps all
    23. 23. Drawing.Drawing.Very creative and you canremember it more if you dosomething yourself. 65
    24. 24. Augmented Reality.Provides direct visual dialoguebetween camera view andobjects in cases.
    25. 25. Natural feature trackingand reconstruction.
    26. 26. Challenges spatialhegemony in galleries.
    27. 27. Promotes kinaesthetic learning.
    28. 28. Narrative / theme versusobject-based activities.
    29. 29. 1 2 3Paper prototypes
    30. 30. Model for mobile learningFrohberg, et al 2009Adapted by Doll 2012: 31Only 11 of 102mobile learningapps used thisapproachVoice recording,drawing
    31. 31. Platforms
    32. 32. Research models
    33. 33. Educators aspioneers

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