Presentation of the findings around the Hajj Mobile application launched in early 2012 as part of the schools offer for the Hajj: Journey to the Heart of Islam exhibition at the British Museum. This presentation was shared at the Computers and the History of Art conference in November 2012. Thanks to my collaborators Nick Badcott, William Robinson and Alessandra von Aesch.
Essentially, this was a good fit for the technology and gesture capability of the phone.
New Models for Mobile Learning in Museums
New models for mobile learning in museumsNicholas Badcott and Shelley Mannion, British MuseumWilliam Robinson, Artist and technologistAlessandra von Aesch, University of LuganoImages benedictjohnson.com
Cultures in Contact 2011600 secondary school students7” Galaxy TabletsAugmented RealityGame-like experience
Learning objectivesExperience-focused, supported byobjectsSimulate reflections and insights ofpilgrimageConvey personal and communalexperienceGame-like, but not silly ordisrespectfulAccommodate different types oflearners.
ConstraintsSensitive and potentiallycontroversial subject matterLinear exhibition narrative, designConcerns about improper use ofsocial mediaSmall budget, limited timeNo network connectivity
Learning outcomes Name something you learned today. Other General 1% 27% Factual Functional 37% 8% Emotional 27%
GeneralLearning outcomesFactualI learnt that 99,000 people went from Nigeria. 61FunctionalPeople throw stones at a wall to release their selfishness and anger. 26EmotionalThat Hajj can increase Muslim’s love for the prophet Muhammed (Pbuh). 64That 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 pilgrimsFirst-hand accounts 31%supported emotionaloutcomes
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 recordingsSo I could tell people whatis important to me. 44
Which ritual did you like the most? Done by pilgrims, [realistic, a Explore, find, uthentic] Tawaf - Finger see objects in person circles 10 Sai - Hunt for objects 30 Stoning pillars - Flick pebbles 23Feeling, meaningful, experience,made methink, satisfying, realistic,connection, emotions, [reflect]
Experience of HajjI enjoyed circling [Tawaf] as it issomething the pilgrims actually do. 52Stoning the pillarsIt felt like I was actually throwing thosesins away. 41I found qualities of myself which I wouldlike to lose. 84Made me feel pure and took my angeraway. 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
StrongGuided reflection, contentconstructionEmotional, experiential learningobjectives metImprovementsLess teacher control, more freeexplorationMore app driven socialinteraction, communication
QuestionsRole of objects with mobile appsSelf-directed, teacher-ledNew styles of interactionImprove research modelAn invitation…