Lessons from digital learning programs for schools at the British Museum's Samsung Digital Discovery Centre. From a seminar on 4 October 2010 at HOC Laboratory at Politecnico di Milano.
1) Hybrid learning environments combine outdoor and digital learning by using technology like geocaching and mobile apps to enhance experiential learning outside of the classroom.
2) Outdoor learning involves hands-on, sensory-engaged activities in natural settings and incorporates local cultural traditions; it aims to make learning more authentic and active compared to traditional classrooms.
3) Estonia promotes combining outdoor and digital learning through annual teacher training programs that design game-based learning scenarios using sites like Ajapaik.ee, an online rephotography portal, and through the national curriculum's emphasis on project-based "Technology and Innovation" learning.
Mobile Learning in Museums presented at MMiT Birmingham 21 Sep 09Martin Bazley
The document provides several examples of how mobile technologies have been used in museum and cultural heritage settings to enhance visitor experiences and engagement:
1) The Collect! app at London Zoo allowed visitors to scan barcodes to access additional multimedia content on exhibits. It found this encouraged more interaction and social sharing.
2) The Gidder project had students use mobile phones to blog and label artworks during a museum visit, facilitating group interpretation and discussion.
3) The Myartspace service provided phones to students on museum trips, allowing them to document their visit and discussions to reinforce learning.
This document discusses technology use in a public school in Posadas, Argentina. It lists the various technologies available at the school, including laptops, computers, speakers, a data projector, and YouTube videos. It notes that technology makes work easier, attracts students' attention, and helps connect students to subjects by showing real-world applications. However, it also flags disadvantages like time needed for planning, potential student distraction, and lack of teacher training. Common websites used include Brainpop, Google, YouTube, and pages linked in textbooks. It raises the question of whether teachers are ready to fully utilize technology in classrooms.
Contexture is a proposed mobile app and online platform that allows students to continue engaging with exhibits from children's informal learning centers like museums and science centers at home. It would allow students to "take the exhibit home" by providing multimedia activities, projects, and connections to subject matter experts. The goal is to extend the learning experience beyond the initial visit. Potential revenue models include corporate sponsorships based on student participation and school/organization subscriptions. The platform aims to better connect informal learning centers with local communities and visitors through ongoing engagement.
An artifact is defined as something made or given shape by humans, such as a tool or work of art. Especially those of archaeological interest. It can also refer to anything man-made, such as experimental results. The word comes from the Latin phrase "arte factum" meaning made by skill or craft.
This document provides information about Tongan art forms, motifs, and artists. It discusses key Tongan art forms like sculpture, textiles, tapa (bark cloth) making, and body adornment. Two contemporary Tongan artists, Sopolemalama Filipe Tohi and Ahota’ei’loa Toetu’u, are profiled for their work incorporating traditional Tongan patterns and motifs into modern paintings, sculptures, and drawings. The document also includes illustrations of traditional Tongan artifacts and examples of tapa cloth designs to provide context.
The British Museum was established in 1753 based on the collections of Sir Hans Sloane. It consists of numerous departments focused on different regions and eras, housing over 8 million objects. Some of the largest collections include over 100,000 objects from Ancient Egypt, 100,000 from Ancient Greece and Rome, 330,000 from the Middle East, 75,000 from Asia, and 350,000 spanning human history in Africa, Oceania, and the Americas. Specialized departments also focus on prints and drawings, coins and medals, prehistory and Europe, and conservation research.
An artefact is defined as something that is man-made, such as a tool or work of art, and is typically of archaeological interest. Artefacts can be found in various creative industries like visual arts, performing arts, and media where they include objects such as pottery, paintings, sculptures, costumes, set designs, props, logos, posters, and album covers. Technology has significantly impacted artefacts today by enabling many objects that were once handmade to now be mass produced by machines, which can negatively impact craftspeople but also make production faster and easier.
1) Hybrid learning environments combine outdoor and digital learning by using technology like geocaching and mobile apps to enhance experiential learning outside of the classroom.
2) Outdoor learning involves hands-on, sensory-engaged activities in natural settings and incorporates local cultural traditions; it aims to make learning more authentic and active compared to traditional classrooms.
3) Estonia promotes combining outdoor and digital learning through annual teacher training programs that design game-based learning scenarios using sites like Ajapaik.ee, an online rephotography portal, and through the national curriculum's emphasis on project-based "Technology and Innovation" learning.
Mobile Learning in Museums presented at MMiT Birmingham 21 Sep 09Martin Bazley
The document provides several examples of how mobile technologies have been used in museum and cultural heritage settings to enhance visitor experiences and engagement:
1) The Collect! app at London Zoo allowed visitors to scan barcodes to access additional multimedia content on exhibits. It found this encouraged more interaction and social sharing.
2) The Gidder project had students use mobile phones to blog and label artworks during a museum visit, facilitating group interpretation and discussion.
3) The Myartspace service provided phones to students on museum trips, allowing them to document their visit and discussions to reinforce learning.
This document discusses technology use in a public school in Posadas, Argentina. It lists the various technologies available at the school, including laptops, computers, speakers, a data projector, and YouTube videos. It notes that technology makes work easier, attracts students' attention, and helps connect students to subjects by showing real-world applications. However, it also flags disadvantages like time needed for planning, potential student distraction, and lack of teacher training. Common websites used include Brainpop, Google, YouTube, and pages linked in textbooks. It raises the question of whether teachers are ready to fully utilize technology in classrooms.
Contexture is a proposed mobile app and online platform that allows students to continue engaging with exhibits from children's informal learning centers like museums and science centers at home. It would allow students to "take the exhibit home" by providing multimedia activities, projects, and connections to subject matter experts. The goal is to extend the learning experience beyond the initial visit. Potential revenue models include corporate sponsorships based on student participation and school/organization subscriptions. The platform aims to better connect informal learning centers with local communities and visitors through ongoing engagement.
An artifact is defined as something made or given shape by humans, such as a tool or work of art. Especially those of archaeological interest. It can also refer to anything man-made, such as experimental results. The word comes from the Latin phrase "arte factum" meaning made by skill or craft.
This document provides information about Tongan art forms, motifs, and artists. It discusses key Tongan art forms like sculpture, textiles, tapa (bark cloth) making, and body adornment. Two contemporary Tongan artists, Sopolemalama Filipe Tohi and Ahota’ei’loa Toetu’u, are profiled for their work incorporating traditional Tongan patterns and motifs into modern paintings, sculptures, and drawings. The document also includes illustrations of traditional Tongan artifacts and examples of tapa cloth designs to provide context.
The British Museum was established in 1753 based on the collections of Sir Hans Sloane. It consists of numerous departments focused on different regions and eras, housing over 8 million objects. Some of the largest collections include over 100,000 objects from Ancient Egypt, 100,000 from Ancient Greece and Rome, 330,000 from the Middle East, 75,000 from Asia, and 350,000 spanning human history in Africa, Oceania, and the Americas. Specialized departments also focus on prints and drawings, coins and medals, prehistory and Europe, and conservation research.
An artefact is defined as something that is man-made, such as a tool or work of art, and is typically of archaeological interest. Artefacts can be found in various creative industries like visual arts, performing arts, and media where they include objects such as pottery, paintings, sculptures, costumes, set designs, props, logos, posters, and album covers. Technology has significantly impacted artefacts today by enabling many objects that were once handmade to now be mass produced by machines, which can negatively impact craftspeople but also make production faster and easier.
Republic of Mali
Location and Geography
Overview
Flag, Emblem and Motto
History
Economy
Politics and Goverment
Society
Culture
Food
Customs
Northern Mali Conflict
EUTM Mali
Images From Mali
African-American Design: Cultural Influences of African ArtWilliam Sands
The document discusses African cultural influences on home fashion from different regions across the continent, including West Africa, East Africa, Southern Africa, and Northern Africa. Each region is characterized by distinct colors, patterns, and design elements that have inspired home decor styles, such as pulsating colors and simple geometry in West Africa, muted earth tones and nomadic styles in East Africa, ritual symbolism and craftsmanship in Southern Africa, and ethnic designs in Northern Africa.
Ancient African art spanned from 8000 BCE to 2000 CE across the diverse continent of Africa. Art was often created for spiritual purposes like honoring ancestors or celebrating fertility, using materials like wood, ivory, and metal. Sculptures commonly depicted families and respected elders. Architecture usually utilized mud bricks and thatched roofs to provide cool shelter from the heat. Major artistic periods and civilizations included Nok, Great Zimbabwe, Ife, Aksum, Benin, Mende, and Kongo. Contemporary African artists now use new mediums like painting while retaining traditional African themes. Textiles communicate identities through techniques like adire cloth dyeing and kente weaving. Masks hold spiritual power to represent ancestors in ceremonies
Panathenaia - programme and libretto for a unique cantatabritishmuseum
Programme for the cantata Panathenaia, performed at the British Museum on 4 June 2015. Composer: Thomas Hewitt Jones. Librettist: Paul Williamson. A cantata inspired by the Parthenon frieze.
The document provides information on different types of African art from various regions and time periods, including Nok art from Nigeria from the 5th century BCE, Igbo-Ukwu art from Nigeria from the 9th-10th century, Ife art from Nigeria from the 11th-12th century, Benin art from Nigeria from the mid-16th century to the 17th-18th century, Djenne art from Mali from the 11th-14th century, Sapi art from Sierra Leone from the 15th-16th century, and stone carvings and monoliths from Great Zimbabwe in Zimbabwe from the 15th century. Each entry includes the name, location, time period, materials
The document discusses various types of artefacts that can occur during tissue processing and slide preparation in histopathology. Artefacts are non-natural structures that are introduced and can compromise accurate diagnosis. They can occur during biopsy collection, fixation, processing, embedding, sectioning and staining. Examples include crush artefacts, thermal injury, surgical procedures, delayed fixation, contamination and diffusion of unfixed material. Care must be taken at each step and troubleshooting methods are provided to prevent or reduce artefacts.
This document summarizes various types of artifacts that can occur in MRI images and their causes and remedies. It discusses artifacts related to patient motion like respiratory and cardiac motion as well as metal implants. It also covers susceptibility artifacts at tissue interfaces, chemical shift artifacts at fat-water boundaries, and partial volume artifacts due to large voxel sizes. Specific artifacts discussed include black lines, zebra stripes, and Moire fringes. For each artifact, the document describes techniques that can be used to reduce or eliminate the artifact, such as breath holding, gating, and improved pulse sequences.
This document provides examples of art from various regions and time periods in Africa, including Nubian pyramids from the 8th century BCE to 3rd century CE in Sudan; the Great Mosque of Djenné built in the 13th century and rebuilt in 1907 in Mali; an Ethiopian illuminated manuscript from the 16th century; Benin royal portraits and sculptures from the 14th to 18th centuries in Nigeria; a Dogon seated couple sculpture from 16th to 19th century Mali; Ci-Wara masks from 19th to early 20th century Mali; Kente cloth from early 20th century Ghana; Mbuti painted bark cloths; a Kongo Nkisi Nkondi sculpture
This document summarizes four mobile learning initiatives and lessons learned from each. It discusses (1) the MOBIlearn project which developed mobile learning services for use outside the classroom, (2) the Elmo project for mobile language learning, (3) MyArtSpace for connecting museum and classroom learning using mobile devices, and (4) the embedding of mobile technologies throughout Djanogly City Academy school. Key lessons highlighted include the importance of designing for the learner's mobility, blending formal and informal learning, and ensuring technologies support educational goals and processes.
This document summarizes a project to help museums in the West Midlands region of the UK develop digital interactives. Over three months, the author held workshops and provided ongoing mentorship for staff from 10 selected museums. Participants built simple, low-cost interactives using technologies like Android phones and tablets, Raspberry Pis, and Microsoft Sticks. Examples created included touchscreen applications using PowerPoint, NFC-triggered storytelling trails, and interactive fiction games. The project aimed to demystify digital technology and empower non-expert museum staff and volunteers to create their own interactive experiences.
The document discusses iBeacons and their potential uses in cultural heritage institutions. It describes a platform called Locly that allows organizations to create engaging digital content and experiences tied to iBeacons locations. Various types of iBeacon content like videos, maps, and quizzes are mentioned. Examples are given of how iBeacons could be used in museums and classrooms to provide location-based educational content to visitors and students. A framework called Culture Beacon is presented that would allow multiple cultural institutions to collaborate and share iBeacon content and tours across different locations.
What could we learn from children as digital storytellers? (AHEAD final semin...Ahead Project
Children are digital natives who are comfortable using technology to express themselves. A study explored using digital storytelling in schools from kindergarten through upper grades. Digital storytelling involves creating short multimedia stories using devices to record video, photos, music, and narration. Students used an online platform to edit and collaborate on stories. The digital stories created covered topics from tutorials to views of students' realities. They showed students' eagerness to teach others and get feedback from peers. Digital storytelling helps develop students' communication, creativity, and collaboration skills while allowing them to demonstrate understanding in familiar digital formats.
The Samsung Digital Discovery Centre provides educational programming for schools and families. For schools, sessions are three days a week and fully booked. Family activities are held every weekend with a varied program. Current school sessions cover topics like Greek temples, Chinese tombs, and clothes from around the world. New school sessions starting this week cover subjects like African music, Egyptian art, and multimedia magic. Family programs include mystery trails, animation workshops on Greek and Egyptian themes, and a digital discovery day. The centre aims to provide an out-of-the-ordinary experience through technology and mobile connections to other museums. There is potential for collaboration with Samsung's mobile innovation team.
Mobile Learning in Museums: Insights from recent researchShelley Mannion
Insights from four years of evaluation and research on mobile learning at the British Museum's Samsung Digital Discovery Centre. Presented at the University of Leicester Museum Studies brown bag research seminar on 19 June 2013. Many thanks to Dr. Giasemi Vavoula and Laura Diaz Ramos for inviting me to speak and organising the event.
Mary Jo Bell teaches Senior Infants at St. Anne's School in Shankill. Her classroom utilizes various technologies like laptops, cameras, an interactive whiteboard, and visualizer to enhance learning. She discusses how tools like Animoto, Audacity, Voki, and OpenOffice are used for creating videos, recording stories and poems, and saving student work. The classroom has 3 computers that the 33 students share to work on projects and save to individual e-portfolios. Social media like blogs, Twitter, Skype and Google Hangout are also utilized while ensuring student safety online.
The document discusses using digital technologies to foster collaboration between cultural institutions like museums and schools. It describes several projects where an artist worked remotely with multiple classrooms simultaneously or where classes collaborated over multiple years to create comics or animation movies. The document also discusses using technologies in museums to focus attention, involve visitors through touchscreens and augmented objects, and help enforce rules for groups. It advocates for mixing rich on-site interactive experiences with long-term online collaboration between museums and schools.
#SPW17 - Breaking Educational Barriers with Contextualised, Pervasive and Gam...Brussels, Belgium
Introduction to the EU-funded Beaconing project by Anne-Elisabeth Lenel at the 17th Science Projects Workshop at the Future Classroom Lab 17-19 November 2017.
Digitally mediated youth engagement in GLAMs during the pandemicWeb2Learn
Presentation at the Fourteenth International Conference on the Inclusive Museum, 8–10 September 2021. A presentation by Katerina Zourou and Elisa Pellegrini, Web2Learn, Greece. Part of the activities of the EU-funded project The GLAMers https://glamers.eu/
presentation of Museomix at Makerfaire Rome (oct 2013)arthur schmitt
This document describes Museomix, an international event where participants spend 3 days prototyping new digital experiences for museums. The 2013 edition involved "makeathons" at multiple museums simultaneously. Participants included designers, developers and others interested in innovating museums. During Museomix, interdisciplinary teams invented prototypes like interactive games, apps and exhibits to engage visitors in new ways. The goal is to experiment with cultural mediation and open new possibilities for collaborative, connected museums of the future.
This is the presentation I gave (will give!) to the teachers and teacher-trainers at the Learning Technologies and Young Learners conference in Milan on 25 March 2009.
The conference was organised by The British Council and IATEFL (the International Association for Teaching English as as Foreign Language.)
Seminar University of Peking, October 2011Mike Sharples
The document discusses innovations in mobile learning from an international perspective, including how mobile technologies can support learning across different contexts such as in the classroom, field trips, and lifelong learning. It provides examples of innovative mobile learning projects from around the world that utilize technologies like smartphones, tablets, and sensors to enhance learning in both formal and informal settings and support personalized, collaborative, and contextualized learning experiences.
The document provides a course program and schedule for a training on web applications and content management systems. The program includes the following:
- Classes will be held at La Sapienza University in Rome from Monday to Friday, with some days including visits to museums or classrooms.
- The schedule provides the daily locations and times for classes.
- The training will cover the history of the web, content management systems, multimedia tools, building websites, and managing information online.
- Trainees will create profiles and contribute to an educational website during the course to apply their new skills.
Republic of Mali
Location and Geography
Overview
Flag, Emblem and Motto
History
Economy
Politics and Goverment
Society
Culture
Food
Customs
Northern Mali Conflict
EUTM Mali
Images From Mali
African-American Design: Cultural Influences of African ArtWilliam Sands
The document discusses African cultural influences on home fashion from different regions across the continent, including West Africa, East Africa, Southern Africa, and Northern Africa. Each region is characterized by distinct colors, patterns, and design elements that have inspired home decor styles, such as pulsating colors and simple geometry in West Africa, muted earth tones and nomadic styles in East Africa, ritual symbolism and craftsmanship in Southern Africa, and ethnic designs in Northern Africa.
Ancient African art spanned from 8000 BCE to 2000 CE across the diverse continent of Africa. Art was often created for spiritual purposes like honoring ancestors or celebrating fertility, using materials like wood, ivory, and metal. Sculptures commonly depicted families and respected elders. Architecture usually utilized mud bricks and thatched roofs to provide cool shelter from the heat. Major artistic periods and civilizations included Nok, Great Zimbabwe, Ife, Aksum, Benin, Mende, and Kongo. Contemporary African artists now use new mediums like painting while retaining traditional African themes. Textiles communicate identities through techniques like adire cloth dyeing and kente weaving. Masks hold spiritual power to represent ancestors in ceremonies
Panathenaia - programme and libretto for a unique cantatabritishmuseum
Programme for the cantata Panathenaia, performed at the British Museum on 4 June 2015. Composer: Thomas Hewitt Jones. Librettist: Paul Williamson. A cantata inspired by the Parthenon frieze.
The document provides information on different types of African art from various regions and time periods, including Nok art from Nigeria from the 5th century BCE, Igbo-Ukwu art from Nigeria from the 9th-10th century, Ife art from Nigeria from the 11th-12th century, Benin art from Nigeria from the mid-16th century to the 17th-18th century, Djenne art from Mali from the 11th-14th century, Sapi art from Sierra Leone from the 15th-16th century, and stone carvings and monoliths from Great Zimbabwe in Zimbabwe from the 15th century. Each entry includes the name, location, time period, materials
The document discusses various types of artefacts that can occur during tissue processing and slide preparation in histopathology. Artefacts are non-natural structures that are introduced and can compromise accurate diagnosis. They can occur during biopsy collection, fixation, processing, embedding, sectioning and staining. Examples include crush artefacts, thermal injury, surgical procedures, delayed fixation, contamination and diffusion of unfixed material. Care must be taken at each step and troubleshooting methods are provided to prevent or reduce artefacts.
This document summarizes various types of artifacts that can occur in MRI images and their causes and remedies. It discusses artifacts related to patient motion like respiratory and cardiac motion as well as metal implants. It also covers susceptibility artifacts at tissue interfaces, chemical shift artifacts at fat-water boundaries, and partial volume artifacts due to large voxel sizes. Specific artifacts discussed include black lines, zebra stripes, and Moire fringes. For each artifact, the document describes techniques that can be used to reduce or eliminate the artifact, such as breath holding, gating, and improved pulse sequences.
This document provides examples of art from various regions and time periods in Africa, including Nubian pyramids from the 8th century BCE to 3rd century CE in Sudan; the Great Mosque of Djenné built in the 13th century and rebuilt in 1907 in Mali; an Ethiopian illuminated manuscript from the 16th century; Benin royal portraits and sculptures from the 14th to 18th centuries in Nigeria; a Dogon seated couple sculpture from 16th to 19th century Mali; Ci-Wara masks from 19th to early 20th century Mali; Kente cloth from early 20th century Ghana; Mbuti painted bark cloths; a Kongo Nkisi Nkondi sculpture
This document summarizes four mobile learning initiatives and lessons learned from each. It discusses (1) the MOBIlearn project which developed mobile learning services for use outside the classroom, (2) the Elmo project for mobile language learning, (3) MyArtSpace for connecting museum and classroom learning using mobile devices, and (4) the embedding of mobile technologies throughout Djanogly City Academy school. Key lessons highlighted include the importance of designing for the learner's mobility, blending formal and informal learning, and ensuring technologies support educational goals and processes.
This document summarizes a project to help museums in the West Midlands region of the UK develop digital interactives. Over three months, the author held workshops and provided ongoing mentorship for staff from 10 selected museums. Participants built simple, low-cost interactives using technologies like Android phones and tablets, Raspberry Pis, and Microsoft Sticks. Examples created included touchscreen applications using PowerPoint, NFC-triggered storytelling trails, and interactive fiction games. The project aimed to demystify digital technology and empower non-expert museum staff and volunteers to create their own interactive experiences.
The document discusses iBeacons and their potential uses in cultural heritage institutions. It describes a platform called Locly that allows organizations to create engaging digital content and experiences tied to iBeacons locations. Various types of iBeacon content like videos, maps, and quizzes are mentioned. Examples are given of how iBeacons could be used in museums and classrooms to provide location-based educational content to visitors and students. A framework called Culture Beacon is presented that would allow multiple cultural institutions to collaborate and share iBeacon content and tours across different locations.
What could we learn from children as digital storytellers? (AHEAD final semin...Ahead Project
Children are digital natives who are comfortable using technology to express themselves. A study explored using digital storytelling in schools from kindergarten through upper grades. Digital storytelling involves creating short multimedia stories using devices to record video, photos, music, and narration. Students used an online platform to edit and collaborate on stories. The digital stories created covered topics from tutorials to views of students' realities. They showed students' eagerness to teach others and get feedback from peers. Digital storytelling helps develop students' communication, creativity, and collaboration skills while allowing them to demonstrate understanding in familiar digital formats.
The Samsung Digital Discovery Centre provides educational programming for schools and families. For schools, sessions are three days a week and fully booked. Family activities are held every weekend with a varied program. Current school sessions cover topics like Greek temples, Chinese tombs, and clothes from around the world. New school sessions starting this week cover subjects like African music, Egyptian art, and multimedia magic. Family programs include mystery trails, animation workshops on Greek and Egyptian themes, and a digital discovery day. The centre aims to provide an out-of-the-ordinary experience through technology and mobile connections to other museums. There is potential for collaboration with Samsung's mobile innovation team.
Mobile Learning in Museums: Insights from recent researchShelley Mannion
Insights from four years of evaluation and research on mobile learning at the British Museum's Samsung Digital Discovery Centre. Presented at the University of Leicester Museum Studies brown bag research seminar on 19 June 2013. Many thanks to Dr. Giasemi Vavoula and Laura Diaz Ramos for inviting me to speak and organising the event.
Mary Jo Bell teaches Senior Infants at St. Anne's School in Shankill. Her classroom utilizes various technologies like laptops, cameras, an interactive whiteboard, and visualizer to enhance learning. She discusses how tools like Animoto, Audacity, Voki, and OpenOffice are used for creating videos, recording stories and poems, and saving student work. The classroom has 3 computers that the 33 students share to work on projects and save to individual e-portfolios. Social media like blogs, Twitter, Skype and Google Hangout are also utilized while ensuring student safety online.
The document discusses using digital technologies to foster collaboration between cultural institutions like museums and schools. It describes several projects where an artist worked remotely with multiple classrooms simultaneously or where classes collaborated over multiple years to create comics or animation movies. The document also discusses using technologies in museums to focus attention, involve visitors through touchscreens and augmented objects, and help enforce rules for groups. It advocates for mixing rich on-site interactive experiences with long-term online collaboration between museums and schools.
#SPW17 - Breaking Educational Barriers with Contextualised, Pervasive and Gam...Brussels, Belgium
Introduction to the EU-funded Beaconing project by Anne-Elisabeth Lenel at the 17th Science Projects Workshop at the Future Classroom Lab 17-19 November 2017.
Digitally mediated youth engagement in GLAMs during the pandemicWeb2Learn
Presentation at the Fourteenth International Conference on the Inclusive Museum, 8–10 September 2021. A presentation by Katerina Zourou and Elisa Pellegrini, Web2Learn, Greece. Part of the activities of the EU-funded project The GLAMers https://glamers.eu/
presentation of Museomix at Makerfaire Rome (oct 2013)arthur schmitt
This document describes Museomix, an international event where participants spend 3 days prototyping new digital experiences for museums. The 2013 edition involved "makeathons" at multiple museums simultaneously. Participants included designers, developers and others interested in innovating museums. During Museomix, interdisciplinary teams invented prototypes like interactive games, apps and exhibits to engage visitors in new ways. The goal is to experiment with cultural mediation and open new possibilities for collaborative, connected museums of the future.
This is the presentation I gave (will give!) to the teachers and teacher-trainers at the Learning Technologies and Young Learners conference in Milan on 25 March 2009.
The conference was organised by The British Council and IATEFL (the International Association for Teaching English as as Foreign Language.)
Seminar University of Peking, October 2011Mike Sharples
The document discusses innovations in mobile learning from an international perspective, including how mobile technologies can support learning across different contexts such as in the classroom, field trips, and lifelong learning. It provides examples of innovative mobile learning projects from around the world that utilize technologies like smartphones, tablets, and sensors to enhance learning in both formal and informal settings and support personalized, collaborative, and contextualized learning experiences.
The document provides a course program and schedule for a training on web applications and content management systems. The program includes the following:
- Classes will be held at La Sapienza University in Rome from Monday to Friday, with some days including visits to museums or classrooms.
- The schedule provides the daily locations and times for classes.
- The training will cover the history of the web, content management systems, multimedia tools, building websites, and managing information online.
- Trainees will create profiles and contribute to an educational website during the course to apply their new skills.
The document summarizes the CoCreat project, which is funded by the EU's Lifelong Learning Programme from 2010-2013. The project aims to explore, develop, and evaluate technologically enhanced collaborative spaces. Five collaborative spaces are being tested involving elementary school pupils, university students, aged people, and upper secondary school students. The spaces utilize technologies like iPads, Second Life, and social media to facilitate creative collaboration between partners from several European countries. Project management involves preparing applications and reports, and drawing on methodologies like Gantt charts and agile management to handle challenges and communicate effectively.
This document summarizes a presentation about using digital storytelling tools in education. It introduces digital storytelling and some Web 2.0 tools for creating and sharing stories online, such as Storybird, Story Jumper, and Glogster. The presentation objectives are to learn about Web 2.0, digital storytelling, and tools for getting started. Tips are provided about preparing stories, including outlining, gathering assets, and using the tools. Other digital storytelling tools are also listed.
This document provides a course schedule and summary for a training on web development tools from September 10-14, 2012. The training will take place at La Sapienza University in Rome on Mondays and at the DigiLab building for the rest of the week. Each day will include both classroom lectures and hands-on laboratory sessions covering topics like the history of the web, content management systems, multimedia tools, and building a group website project.
The 2013 Eportfolio Forum focused on digital identities, footprints and networks. The keynote speaker was Prof. Phillip Long who discussed how ePortfolios can support learner-driven pathways in the new digital world. He argued that universities need to better utilize technology and implement high-impact learning practices. The rise of mobile devices and lecture capture was also examined. The forum explored how tools like ePortfolios, badges and learning records could provide authentic, participatory learning experiences and credentials owned by learners.
This document summarizes a presentation given by Helen Keegan about embracing social technologies in curriculum design. Some key points:
1) Keegan discussed several examples of incorporating social technologies at the University of Salford, such as BYOD (Bring Your Own Device) policies, international collaborations using hashtags, and mobile film projects across multiple platforms.
2) She emphasized concepts like openness, flexibility, learner agency, and designing for change. Curricula should blur boundaries, embrace serendipity, and be driven by learner interests.
3) Keegan showcased a transmedia storytelling project for a course where students collaborated on a mobile film across different media over multiple weeks.
Similar to Teaching ancient art through technology (20)
1) Augmented reality and mobile devices can be used to enhance museum experiences by providing additional interpretive content about exhibits and expanding access to information.
2) They allow for diverse interactions like on-demand translation, collaborative activities between visitors, and role-playing games that can challenge typical spatial experiences in a museum.
3) Effective implementations require considering factors like appropriate content, facilitating collaboration, intuitive interaction styles, and testing and evaluating experiences with users.
The document discusses how museums are increasingly using mobile technologies to enhance the visitor experience. It suggests moving away from "stop-based treasure hunts" towards experiences that are active, participatory, experiential, and collaborative, while accommodating different learning styles. Examples mentioned include apps that allow visitors to record voices or draw at exhibits. The document emphasizes testing and evaluating mobile experiences using methods like user journey maps and collecting feedback to improve future designs. Overall, it promotes designing mobile experiences for museums that engage and involve visitors in interactive, collaborative, and creative ways.
Athens Augmented: Design and Evaluation of Mobile Learning for the Parthenon ...Shelley Mannion
This document summarizes projects using mobile learning and augmented reality to engage children with the Parthenon sculptures at the British Museum. Over 18 months and with input from over 250 children, two projects were developed: a worksheet ported to mobile devices and a game using augmented reality. Key learnings included that technology was exciting but problematic, children didn't like broken sculptures, augmented reality recognition was difficult, and testing helped refine wayfinding, instructions, and collaborative use. The goal was to celebrate Athens and deliver interactive content about the Pediment and Frieze sculptures in an engaging way for children.
A presentation about the potential of AR in museum learning which draws inspiration from The British Museum's digital learning programme. This presentation was given at the Museum Ideas conference in London on 3 October 2013.
This document discusses mobile trends in art museums, including tablet use and optimized museum websites. It also discusses new learning apps and programs using tablets, 3D printing, MOOCs, and participatory outreach. Specific examples are given of museums using iPads for audio stories, 3D printing for learning and access, and MOOCs growing in popularity. Touch interaction and gamification are also mentioned as emerging technologies.
This talk looks at translating successful learning activities in the physical world to the digital space. Case studies from the British Museum’s Samsung Digital Discovery Centre, MOMA, Cleveland Museum of Art and others demonstrate how to take traditional analogue activities and re-imagine them for mobile and gallery-based digital applications, and the unique opportunity space that educators work in for inexpensive piloting and experimentation. Presented at an Engage seminar on 15 May 2013.
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.
Presentation about our digital learning work at The British Museum's Samsung Digital Discovery Centre at the FIEC conference (http://bit.ly/Xk6Uxd) in Santiago de Compostela, Spain in November 2012. The conference was held at the stunning City of Culture, a complex of buildings nestled in the hills above the sacred city.
The document discusses using augmented reality (AR) at the British Museum to enhance educational experiences. It describes several AR education projects at museums, including using mobile devices and apps to overlay historical information and bring exhibits to life. The document emphasizes that AR education projects should integrate with learning frameworks, use low-cost and free tools, embrace failures and unexpected discoveries, and provide facilitation to reduce risks of experimentation. Artists are cited as inspirations for blending real and virtual worlds in imaginative ways.
The document discusses a technology-based learning program at the British Museum that is sponsored by Samsung and targets different audiences including schools, families, and teens. It provides details on the number of participants and session lengths for each audience group. The sponsorship includes an annual refresh of Samsung devices for the program and staff budget relief. Some dilemmas discussed are balancing cultural learning with developing ICT skills, depth of engagement versus number of participants reached, and defining the roles of teachers and facilitators in a digital learning environment.
The document outlines 4 potential ideas for a design activity workshop at a conference, including creating collaborative postcards, a self-portrait photography project addressing identity, subverting iconic objects to create new designs exploring cultural identity, and a bingo card scavenger hunt where families design cards for each other to explore the exhibition space through another family's perspective. Key aspects considered for each idea are learning outcomes, appropriate technologies, and session type.
Kidding Around Case Study: Museum of London (#mw2012)Shelley Mannion
This document describes a workshop where children ages 6-12 are guided through an inquiry process to explore museum objects, capture their ideas and inspiration using technology, and collaboratively design and create a 3D printed object. The goal is to help children learn through exploration of objects, self-directed investigation, and connecting their ideas to a shared blog and physical objects. Key aspects include using iPads and apps to document their process, the democratic selection of a design to print, and creating an ongoing community through social media. Lessons learned include the benefits of inquiry-based learning and collaboration over traditional transmission-based models.
Kidding Around Case Study: British Museum (#mw2012)Shelley Mannion
Passport to the Afterlife is a 45-60 minute drop-in activity for families with children ages 7-10 that uses augmented reality and comic making to teach lessons about death. The activity has two parts, an AR mobile trail where participants find markers to scan and decode, and a classroom part where they collect answers and create their own passport. It requires facilitators, phones that can run the AR app, markers, and content on death designed for children.
The document discusses the V&A's artist residency and collaboration program. It offers residencies to 6 artists per year lasting 3 to 6 months. It also mentions a digital studio project called "Design, Share & Explain" and a commissioning program that has worked with artists such as Karsten Schmidt and Hellicar & Lewis to create works. The document provides information on the V&A's support for artists through residency opportunities and commissions.
Kidding Around: Introduction to Our Audiences (#mw2012)Shelley Mannion
The document discusses designing digital learning activities for different audiences including babies, primary school children, pre-teens, teenagers, and families. It provides examples of effective early childhood museum programs that encourage open-ended play, exploration, and active learning. The document also notes key considerations for different age groups such as how pre-teens can be self-conscious but interested in developing skills, while teenagers like more unstructured independent or social activities. Overall, it focuses on creating successful digital learning programs that support different learning styles and needs for diverse audiences.
Kidding Around: Designing Digital Activities (#mw2012)Shelley Mannion
The document discusses various approaches for designing digital learning activities at museums or cultural centers. Open drop-ins allow flexibility but can lack depth and overwhelm staff. Timed drop-ins balance flexibility with reducing wait times but risk becoming too standardized. Workshops allow in-depth engagement but have limited capacity. The document advocates designing blended experiences, empowering kids and parents, providing facilitation over strict instructions, integrating galleries wisely, experimenting with alternative interactions, and not neglecting traditional approaches while also planning for an engaging payoff.
Different styles and applications of Augmented Reality in the culture and arts sector. Presentation was part of Quick and Dirty AR workshop at Museums and the Web 2012 in San Diego.
1. The document discusses strategies for digital learning in museums, including new interaction styles, participatory learning, new programming models, and using space as a digital canvas.
2. It also outlines challenges of digital learning such as defining the educator's new role, addressing conflicts with other digital work and funding models, issues around institutional authority and copyright, managing expectations, and challenges to curatorial control.
3. The document argues that museums have unrealized potential in uniting the on-site and online experience for digital learning.
Presentation for Augmented Planet developers event. Kensington, London, 2011. Includes examples of #AR applications by/for cultural institutions, artists, educators.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
1. Teaching ancient art through technology:
Digital learning programmes for schools at The British Museum
Seminar at HOC Lab, Politecnico di Milano
4th October 2010
Shelley Mannion
Digital Learning Programmes Manager
The British Museum
50. But some things are just hard
Could children do more of the
editing? The children were keen to
use the computers more themselves,
but did not have the opportunity.
51.
52.
53. Hard to standardize technique
Dwell time to 90 minutes
Maximum 3 families per slot