3. How can cultural institutions use digital
technologies to work with schools ?
- On the web
- In their physical space.
4. Case of Art Education
• Artists in residence
– Very interesting and effective
– but expensive
– Fewer national foundings
– Require lots of organisation for schools
• Could technology help ?
5. Act 1 : First, do it
Let an artist work with 2 classes simultaneously
6.
7.
8.
9. Act 2 : Discuss it
Did it work ? Is it useful ? What didn't work ?
10. • Very difficult to set up
• Lots of technical issues : need technicians on both
sides
• Remote synchronisation of classrooms is a real pain
But
• teachers loved to introduce an artist in their class
• Strong interest in working with several schools :
cooperation in art can be rewarding
12. • Be asynchronous
• Several classes together : collaboration and
sharing
• Low tech
• Mix distance and presence
• a collaborative website
• a one page website
• Real encounter at the beginning and the end of
the year, remote exchanges rest of the time
13.
14.
15.
16.
17. • During 4 years
• 16 classes each year
• have published around 100 different
compositions
• Each year a Lionnel Marchetti concert
• And meetings with each classe
33. Immersive environments
• Good for involving people
• Bad for their understanding
• Understanding needs some distance
34. Making information tangible
• Objects that you can feel and touch help to
memorize
• They give value to the museum experience
• Through gestures the body interact with the
brain
38. Objects and rules
• Museum staff spend energy enforcing rules for
groups
• Technology can deal with that
• Example : Internet of things and sensitive
museums
42. Technologies & learning
• On line
– Asynchronous
– Long time projects
– Cooperation
– Open the classroom to the world
• In the museum space
– Multiusers
– Involving
– Tangible
– Helping dealing with groups and complexity
• Both are enforcing a relation
43. Could we mix a rich interactive on site
experience and long online work ?
44. Novaterrae : search of an exoplanet
• Preparing an interactive exhibition on possible
life on other planets
• With a science fiction author, scientists and a
planetarium
• 4 classes just have be sent into space...
• Imagination and collaboration help us prepare
the future real exhibition
45.
46. Open innovation
On the web or in the physical space, same process :
• User centric design
• Involve users in the innovation process
• Iterative and open
– To new technologies
– To user input
– Always on going
47. Follow us
www.erasme.org
Yves-Armel Martin / yamartin@erasme.org twitter.com/yam