Social Inclusion Through Media Projects

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    Social Inclusion Through Media Projects - Presentation Transcript

    1. Social Inclusion through Media Projects Speakers: Jude Habib – Director, sounddelivery Lucie Fitton – Inclusion Officer, Museum of London Paul Clifford – E-learning Officer, Museum of London Chair: Catherine Herman, Independent consultant
    2. Media as a tool for engagement in the Museum of London’s inclusion programme Lucie Fitton, Inclusion Officer [email_address]
    3. Introduction
      • Overview of the inclusion programme
      • Two cases studies – My Brixton and Podcasts from the past
      • Challenges and benefits
    4. Background to the Inclusion Programme
      • Project-based programme that uses arts and media to engage people at risk of exclusion with their heritage
      • Learning/social outcomes for participants
      • Outputs – for wider community
      • Develop the Museum’s understanding of the issues involved in working with people at risk of social exclusion.
      • The programme has been running for five years
      • Social inclusion a strategic driver of the organisation, not just my responsibility
      • Progression of programme: work becomes a two way process, impact on permanent galleries, long-term projects
    5. Relevance of social media?
      • It doesn’t always work
      • It isn’t always appropriate to the project
      • We shouldn’t use media just for the sake of it
    6. Sustained engagement and impact
      • People before IT
      • Long-term engagement to sustain outcomes
      • Media embedded as part of the process
    7. My Brixton – a social reporting project
      • John Callaghan interviewed by Shirley
      • Overview: Participants were trained to be social reporters and interviewed people involved in the Brixton Riots
      • Audience & recruitment: long-term unemployed adults and local young people
      • Process: Research, investigation, preparation, interviewing, editing
      • Outputs: interviews are featured on the Museum’s website and quotes will be used in the new permanent galleries.
    8. Use of media blog website
    9. Traditional media
    10. What the participants thought?
      • Paul Wood
      • Uriel Blackwood
    11. Podcasts from the past
      • Bronze spearheads
      • Overview: participants researched, wrote and recorded audio description podcasts
      • Audience & recruitment: long-term unemployed and ex-homeless men
      • Process: research, consultation, writing, recording, editing, blogging
      • Outputs: podcasts featured on website
    12. Use of media website blog
    13. Challenges
      • Independent access to media
      • Keeping up to date with new technology
      • Confidence and training for staff
      • Not suitable for all
      • Different speeds of learning
    14. Benefits
      • It’s exciting!
      • It does engage people who may not be traditionally attracted to museums
      • Supports learning and social outcomes for projects
      • Aids evaluation, accountability and ability to share good practice
    15. Blended Learning Paul Clifford, E-learning Officer [email_address]
      • The term ‘blended learning’ is used to describe the mixing of traditional media with digital approaches to learning.
      • or
      • ‘instruction that combines face to face instruction with digital media devices’
      • Museum of London E-Learning strategy
    16. Why do it?
      • Motivates people
      • Enriches and enhances an experience
      • Offers opportunities for inclusion and access
      • Different languages
      • Different learning styles
      • Different modes of access
      • Different locations
      • Personalise learning
      • Offers opportunities for collaboration, sharing and social interaction
      • Creates learning artefacts
      • Experience new and familiar technologies
      Why do it?
    17. What we can do with technologies
      • Consume
      • Capture
      • Create
      • Collaborate
      • Communicate
      • www.youtube.com/pclifford64
    18. Range of technologies
      • Computers
      • Projectors
      • Interactive whiteboards
      • Internet
      • Cameras
      • Visualizers and scanners
      • Access equipment
      • Handheld devices – media players, mobile phones, mobile projectors, PSP’s, Nintendo’s
      • Other technologies and software
      • – Quick response bar codes
        • – QR Augmented reality (AR), Mobile applications, YouTube, Flickr, Animoto, Bluetooth, wi-fi, etc…
      Range of technologies
    19. The Downside?
      • Investment in technology – too expensive?
      • Development of content – too complicated, too time consuming?
      • Staffing issues – all of the above?
      • Need large infrastructure etc – too small?
      • Creating digital spaces – not enough room?
      • Copyright and IPR – Legal action?
      • Using technologies – not convinced they add value?
      The Downside?
      • To keep updated or if you would like to receive a copy of these slides, please email:
      • [email_address]

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