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New models for
                                                       mobile learning
                                                       in museums




Nicholas Badcott and Shelley Mannion, British Museum
William Robinson, Artist and technologist
Alessandra von Aesch, University of Lugano

Images benedictjohnson.com
Primary and secondary programmes
From audio tours to mobile

experiences
Cultures in Contact 2011
600 secondary school students
7” Galaxy Tablets
Augmented Reality
Game-like experience
Learning objectives
Experience-focused, supported by
objects

Simulate reflections and insights of
pilgrimage

Convey personal and communal
experience

Game-like, but not silly or
disrespectful

Accommodate different types of
learners.
Constraints
Sensitive and potentially
controversial subject matter

Linear exhibition narrative, design

Concerns about improper use of
social media

Small budget, limited time

No network connectivity
App design and development
1   2   3
Simulating rituals using unique
     features of phones
Two types of video content
Facilitated
Audience
             18 sessions
               12 schools
            270 students
 Age 12-17 (Average 14)
     60% girls, 40% boys
   Both Muslim and non-
Muslim, majority Christian
What do you use your phone for?
  64


              54




                          38



                                    27
                                           24




                                                      8




Texting   Phone calls   Internet   Apps   Games   Schoolwork
Research model
Gallery observations

Post-session surveys (33% of total)
   • 88 students
   • 8 teachers

Content analysis
Outcomes and
  insights
Learning outcomes

         Name something you learned today.
                                       Other
                 General                1%
                  27%




                                         Factual
        Functional                        37%
           8%


                           Emotional
                             27%
General


Learning outcomes

Factual
I learnt that 99,000 people went from Nigeria. 61

Functional
People throw stones at a wall to release their selfishness and anger. 26

Emotional
That Hajj can increase Muslim’s love for the prophet Muhammed (Pbuh). 64
That some people didn’t really feel connected to Allah, but after the Hajj they did. 67
Where did the learning come from?

                                                    Mobile app ( plus
              Factual and
                                                    objects, text
              functional     Teacher
                               20%
                                                    panels, maps)
                                                    supported mainly
                                                    functional, factual
                                                    outcomes
                                           Mobile app
                                             49%

                      Videos of pilgrims
First-hand accounts         31%
supported emotional
outcomes
Types of activities

                Circle your favourite task. Say why you liked it.
    45
                41       Creative, enjoyable, ea
    40                   sy, entertaining, engagi
                         ng, artistic, skill
    35
                                                      Emotions,
                                          29          experience,
    30
                                                      insight

    25


    20                                                              [Reflective, perform
                                                                    ative, social, perso        Interesting,
    15                                                              nal]                        knowledge,
                                                                       11                       information
    10                                                                                             9


     5


     0
         Drawing the Mahmal         Watching videos             Voice recording            Answering questions
Creative drawing

       Very creative and you can
       remember it more if you do
       something yourself. 65
Performative voice recordings
So I could tell people what
is important to me. 44
Social interaction
Which ritual did you like the most?

      Done by
      pilgrims, [realistic, a                            Explore, find,
      uthentic]              Tawaf - Finger              see objects in person
                                 circles
                                   10



                                              Sa'i - Hunt for
                                                 objects
                                                     30
                       Stoning pillars -
                        Flick pebbles
                              23
Feeling, meaningful, exper
ience,
made me
think, satisfying, realistic,
connection, emotions, [refl
ect]
Experience of Hajj
I enjoyed circling [Tawaf] as it is
something the pilgrims actually do. 52

Stoning the pillars

It felt like I was actually throwing those
sins away. 41

I found qualities of myself which I would
like to lose. 84

Made me feel pure and took my anger
away. 53
Model for mobile learning




                                            Voice recording,
                   Only 11 of 102           drawing
                   mobile learning
                   apps used this
                   approach



                                     Frohberg, et al 2009
                                     Adapted by Doll 2012: 31
Strong
Guided reflection, content
construction

Emotional, experiential learning
objectives met

Improvements
Less teacher control, more free
exploration

More app driven social
interaction, communication
Questions
Role of objects with mobile apps

Self-directed, teacher-led

New styles of interaction

Improve research model


An invitation…

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New Models for Mobile Learning in Museums

  • 1. New models for mobile learning in museums Nicholas Badcott and Shelley Mannion, British Museum William Robinson, Artist and technologist Alessandra von Aesch, University of Lugano Images benedictjohnson.com
  • 2.
  • 4. From audio tours to mobile experiences
  • 5. Cultures in Contact 2011 600 secondary school students 7” Galaxy Tablets Augmented Reality Game-like experience
  • 6. Learning objectives Experience-focused, supported by objects Simulate reflections and insights of pilgrimage Convey personal and communal experience Game-like, but not silly or disrespectful Accommodate different types of learners.
  • 7. Constraints Sensitive and potentially controversial subject matter Linear exhibition narrative, design Concerns about improper use of social media Small budget, limited time No network connectivity
  • 8. App design and development
  • 9.
  • 10.
  • 11. 1 2 3
  • 12. Simulating rituals using unique features of phones
  • 13. Two types of video content
  • 15. Audience 18 sessions 12 schools 270 students Age 12-17 (Average 14) 60% girls, 40% boys Both Muslim and non- Muslim, majority Christian
  • 16. What do you use your phone for? 64 54 38 27 24 8 Texting Phone calls Internet Apps Games Schoolwork
  • 17. Research model Gallery observations Post-session surveys (33% of total) • 88 students • 8 teachers Content analysis
  • 18. Outcomes and insights
  • 19. Learning outcomes Name something you learned today. Other General 1% 27% Factual Functional 37% 8% Emotional 27%
  • 20. General Learning outcomes Factual I learnt that 99,000 people went from Nigeria. 61 Functional People throw stones at a wall to release their selfishness and anger. 26 Emotional That Hajj can increase Muslim’s love for the prophet Muhammed (Pbuh). 64 That some people didn’t really feel connected to Allah, but after the Hajj they did. 67
  • 21. Where did the learning come from? Mobile app ( plus Factual and objects, text functional Teacher 20% panels, maps) supported mainly functional, factual outcomes Mobile app 49% Videos of pilgrims First-hand accounts 31% supported emotional outcomes
  • 22. Types of activities Circle your favourite task. Say why you liked it. 45 41 Creative, enjoyable, ea 40 sy, entertaining, engagi ng, artistic, skill 35 Emotions, 29 experience, 30 insight 25 20 [Reflective, perform ative, social, perso Interesting, 15 nal] knowledge, 11 information 10 9 5 0 Drawing the Mahmal Watching videos Voice recording Answering questions
  • 23.
  • 24. Creative drawing Very creative and you can remember it more if you do something yourself. 65
  • 25. Performative voice recordings So I could tell people what is important to me. 44
  • 27.
  • 28. Which ritual did you like the most? Done by pilgrims, [realistic, a Explore, find, uthentic] Tawaf - Finger see objects in person circles 10 Sa'i - Hunt for objects 30 Stoning pillars - Flick pebbles 23 Feeling, meaningful, exper ience, made me think, satisfying, realistic, connection, emotions, [refl ect]
  • 29. Experience of Hajj I enjoyed circling [Tawaf] as it is something the pilgrims actually do. 52 Stoning the pillars It felt like I was actually throwing those sins away. 41 I found qualities of myself which I would like to lose. 84 Made me feel pure and took my anger away. 53
  • 30. Model for mobile learning Voice recording, Only 11 of 102 drawing mobile learning apps used this approach Frohberg, et al 2009 Adapted by Doll 2012: 31
  • 31. Strong Guided reflection, content construction Emotional, experiential learning objectives met Improvements Less teacher control, more free exploration More app driven social interaction, communication
  • 32. Questions Role of objects with mobile apps Self-directed, teacher-led New styles of interaction Improve research model An invitation…

Editor's Notes

  1. The Hajj exhibition 26 January – 15 April 2012
  2. Essentially, this was a good fit for the technology and gesture capability of the phone.