2. Spread of PDAs in the field of education
used in different contexts, serving a variety of learning
tasks
considered as a motivation trigger for the pupils,
augmenting their attention and allowing them to engage
in learning activities meaningful to them
As information appliances for acquiring, storing,
transmitting, editing and visualizing data and information
As communication appliances and they can be used in
the frame of formal or informal forms of education
2/17
3. Mobile technologies can find in museums an important area of
implementation
learning in a museum context integration, of personal, sociocultural, and
physical contexts over time
museum visits are structured around motion,
it is crucial that technology will support visitors during and not just after or
before the visit
New possibilities
Interaction with the exhibit: reading of information and ‘static’ observation of
the exhibit is transformed to a dialectic relationship where the user is
interacting with the exhibit through the pda.
active construction of interpretation,
information processing and organization, reflection
Collaboration and communication
‘Learning on the move’
3/17
4. As electronic guides (SottoVoce, ImogI, Marble Museum, PEACH
project)
applications in a form of an electronic guide.These applications provide information on the
exhibits, predetermined guided tours based on certain thematic criteria
The children have in their disposal a PDA equipped with location technology capable of
extracting information from the exhibits
Different location technologies are used (infrared beacons, RFID, Bayesian triangulation ,
see also Raptis,Tselios and Avouris,2005)
As supporting tools (Exploratorium Science museum, San
Francisco)
the visitor has the possibility to manipulate and experiment with the exhibits, although the
tour and recognition of each exhibit is not an easy task
Allows visitors to record their visit path and re-experience it through museum’s website
using specific educational scenarios (MUSEX, Scavenger Hunt
Game)
A scenario is given to the children and are invited to complete a series of predefined tasks
Typically drill and practice educational system: the children are challenged to answer
correctly a number of multiple choice questions 4/17
5. A novel approach for designing educational activities using PDAs in
museums based in social-constructive theories
Influenced by three basic factors:
the characteristics of the museum context where the activity is to take place
the affordances of the mobile technology to be used
the goals of the educational approach to be followed 5/17
Pedagogical
Goals Learners
Available content,
pedagogical
goals, learning
theories
Type of exhibits, museum
goals, physical layout,
appropriate technology
Learner’s characteristics
and needs, model of
interaction, interaction
affordances’ recognizability
and understandability
Museum context
6. Historical Museum
The majority of the exhibits are paintings and personal
objects of historical Greek persons of the 19th century
Direct interaction not available
Available content consisted of texts with information
about the exhibits
Specific goals supported by the imposed technology:
Highlight the inherent historical interrelation between
various exhibits
Provide a way of deeper interaction with the exhibits
Design a narrative to integrate the required historical
information into a meaningful story
6/17
7. Model of interaction heavily influences the activity’s
pedagogical design
positioning and context awareness methods and models to
present useful information to the user with respect to the
information communicated to him/her by the environment
RFID tags to identify the exhibits, using an RFID reader in the pdas to ‘scan’ them
When an exhibit is scanned, the PDA sends a request for information to a server
through Wi-Fi infrastructure
models to invert the flow of information
The server delivers appropriate content, for the desired exhibit, presented in
the form requested by the user according to her needs (e.g. age, specific
interests, etc)
information provided in HTML without requiring text entry
7/17
8. Exhibit observation through technology
Actions imposed by technology
Actions are associated to physical/virtual space
Actions in physical space are influenced and enhanced by technology
Actions in virtual space exist only through technology 8/17
9. Goal: to engage the students into meaningful problem solving and
exploratory learning activities
▪ stimulate the pupils’ imagination
▪ allowing them to engage with information extracted by the exhibits
▪ align them towards a synergistic approach to accomplish their goals instead of
just answering multiple choice questions
Problem solving -Collaborative Learning
Active exploration of museum exhibits
Harvest information of complementary nature compared to that presented in the
physical space and exchange of information
Collaborate to extract meaning from the correlation of their findings
9/17
10. An historian working for the museum hides
his will in his favorite exhibit
Students were asked to help the people of the
museum to find the will of the imaginary
historian that worked for years in the museum
▪ Come in contact with the historical background of the
exhibits
▪ Collect, exchange, manage data
▪ Use problem solving strategies
▪ Collaboratively examine and reflect upon the
information provided
10/17
11. Initially, the children are introduced to the scenario and are
prompted to exchange a certain amount of information the historian
left in order to start their quest
Students are challenged to collect related information from a variety
of exhibits through reading and storing of the clues in a notepad
The children try to locate the clues which can lead them to the will
Each team has a PDA equipped with RFID tag readers
Motivated to read information
Collect and exchange data
Manage information with criteria communicated by the clues
Towards accomplishment of their goal, the students had to
collaborate and exchange data as the teams send clues to each other
Finally, they had to engage into a problem solving process to extract
meaning from the correlation of their findings
11/17
12. (a) (b) (c) (d)
Offers a series of functions:
a) Scan and read RFIDTags
b) Retrieve and display information from the server
c) Store and exchange data (by pointing to each
other’s pda)
d) Examine collected cues and select the ‘favorite’
exhibit
12/17
13. In real conditions, inside the museum
Observe learners’ behaviors in real setting,
validate effective usage of mobile devices,
PDA’s effectiveness as instructive tools and in
their repercussions in the learning process
17 children (6 male 11 female), aged 10
In 4 groups of 4 or 5 members each
Data collection via
mp3 voice recorders,
Video camera,
pda screen capturing application
essay describing their experience
13/17
14. Learning should be examined in relation to the symbolic tools used to facilitate it (Cobb, 2002)
Activity theory: a conceptual tool used to study human practices from the perspective of
consciousness and personal development
We chose to adopt this model of analysis, since such a learning activity is comprised by multiple
interacting elements and learners collaborating with each other
It takes into account both individual and collaborative activities, the asymmetrical relation between
people and things, and the role of artifacts in everyday life 14/17
15. Extensive collaboration during the procedure
Some of the children were in the border of this process (reduce # of
members?)
Constant scaffolding from the researcher
Children needed clarifications concerning the scenario
Adoption of different strategies
The groups were united and use concurrently the 2 pda’s to observe the
clues and the information related to an exhibit in the same time
Children were highly motivated
the children had never used a PDA before
they did not encountered serious problems during the activity
some problems with the time required by the application to provide feedback
to the user’s actions, thus confusing them in some cases
15/17
16. Activity theory as a conceptual tool to facilitate design and
evaluation seems ideal in this context
focus not only on the subject but also on the context and on the tools involved
Appropriate support with technology could substantially enhance
the learning opportunities
This experience, which is in the border between learning and an entertaining
activity, seems ideal to be supported by PDAs
Promotes imagination, engagement and alignment
Design decisions are affected and should take into account
pedagogical, technological and contextual issues
16/17
17. Proper adoption in different contexts
instantiation of an activity is affected by issues such as
the scope of the museum and the type of the exhibits
More research in effective awareness
mechanisms and communication issues
Realization of an abstract design and evaluation
framework for learning activities in the context
of a museum visit
17/17
18. NikolaosTselios*#
Ioanna Papadimitriou*,Vassilis Komis*, Nikolaos Avouris#
*ICTE Group, ECEDU Department, #HCI Group, ECE Department,
University of Patras, Rio Patras, Greece
{iopapad,komis,avouris}@upatras.gr, nitse@ee.upatras.gr
www.ecedu.upatras.gr
19. Introduction
Learning opportunities with PDA usage in museums
Design
influenced by pedagogical, technological and contextual issues
Case Study
to evaluate the new design approach
a typical example of our approach, the ‘inheritance activity’
was introduced to young students visiting a Cultural-Historical
Museum
Conclusions
19/18