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Objectives
 Future proofing
 Interpretive value
 Brief overview of interactions on tours
 Brief overview of interactions in Ed Shed
 Lessons Learned
Future proofing
 Determining which technologies are mature enough to invest
in for you institutions strategic goals
Examples
 FFF vs. SLA 3D Printers
 Google Cardboard vs. Oculus, Microsoft, etc.
 Virtual/3D modeling software vs.
 BYOD vs. provided device
 Specified app development vs. generic content distribution
tools
Pros:
 Established technology with over 30 years of development
 Provides ability to fabricate objects that are otherwise
uncreatable
 Provides cost efficient means of rapid prototyping
Cons:
 Price
 Learning Curve
 Maintenance
Pros:
 Provides ability to capture 3d model of some real world
objects
 Captures detail such as geometry, color, size etc.
 Model can be 3D printed or used in virtual environment
Cons:
 Limited use
 Reliability issues
 Rapid technology development
Pros:
 Creates virtual space allowing for immersive visualization
 Easy to operate
 Cheap
Cons:
 Rapidly advancing technology
 No established format
 Dizziness/sickness
 Isolated experience
 Pros
 Immersive photo and video capture
 Easy to capture environment for use in AR and VR applications
 “Wow” factor
 Rapid pace of support
 Cons
 Low quality resolution
 Currently complicated to render imagery
 No universal format
 Rapidly advancing technology
Creating a Tactile
Learning Experience
Touching the Past
Active learning strategies result
in stronger comprehension of
subjects, and haptics provides a
mechanism through which
students can actively engage in
learning a range of ideas and
skills, putting control of learning
literally into their hands.
-Educase Learning Initiative
Interpretive value
 The extent to which the object relates to programming
objectives and enhances the learning experience
Examples
 Butchered dog
mandible (jaw) vs.
butchered dolphin
 “Arrow Boy” point
vs. Morrow
Mountain Point
 Sundial/compass vs.
Jack of Plate
Discovering the interpretive value
of the object
What story do I want to tell?
How will this object enhance that story?
How can I reproduce the object?
How can I teach my staff to use the object?
The Ed Shed
Why did we do it?
NMC Horizon 2015 Report Museum Edition Wiki
 Key trends
 Expanding concept of Museum Visitors
 Increasing focus on participatory experiences
 Growth of cross-institution collaboration
 Pushing boundaries of creativity
 Developments
 BYOD (Bring Your Own Device)
 Makerspaces
 3D Scanning
 Augmented and Virtual Reality
 Challenges
 Developing comprehensive digital strategies
 Low digital fluency of museum professionals
 Balancing connected and unconnected lives
 Measuring impact of new technologies
If you build it…they will come
 Over 10K visitors from June 22nd-September 6th
 National press
 Multiple mentions on TripAdvisor and visitors surveys
 Over 500 scans sent to visitors
 Universal praise from visitors of all ages
Press
 Makezine.com
 Recreating the Past with Archeological 3D Printing
 3DPrint.com
 Historic Jamestown’s 3D Printing ‘Ed Shed’ Puts the Past at Visitors’
Fingertips
 Richmond Magazine
 Making History
 Wydaily.com
 Jamestown Unearthed: 3-D Printing Technology Brings Artifacts to Life
 Jamestown Unearthed: Historic Jamestowne Opens Hands-On Archaeology to
Guests
 The Yorktown Crier
 Jamestowne Ed Shed
Many visitors are “kids” at heart
 Our effort to market the space as the JR “Kids” Ed Shed was a
failure…
and that’s a GOOD thing!
Technology is tough
 Technical challenges and training lapses became apparent
only through operations
3D printer
 Six different printers and three different brands
 Don’t be an early adopter
 Spend more
 Keep it simple
Virtual Viewers
 Get Insurance on the phone
 Cardboard gets dirty…fast
 People want to walk around. Don’t let them.
 Put the device in airplane mode
3D Scanner
 Keep it charged
 Determine your
demo objectives
 Create a space as
you prep the demo
 Use Apple TV
3D Prints
 Identification Key
 Variety
 Discovery Boxes vs.
Matching Game
Sorting and Picking
 Not productive without dedicated staff
 Great bridge to the tech
 Extended engagement opportunities
Out of Context Artifacts
 Get rid of the sharp stuff
 Put it in their hands
 Visuals needed
Other observations
 Keeping pace should be
part of your budget
 Let staff play
 Partnership drastically
enhanced the value of the
space
Transitioning to Teaching with Technology

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Transitioning to Teaching with Technology

  • 1.
  • 2. Objectives  Future proofing  Interpretive value  Brief overview of interactions on tours  Brief overview of interactions in Ed Shed  Lessons Learned
  • 3. Future proofing  Determining which technologies are mature enough to invest in for you institutions strategic goals
  • 4. Examples  FFF vs. SLA 3D Printers  Google Cardboard vs. Oculus, Microsoft, etc.  Virtual/3D modeling software vs.  BYOD vs. provided device  Specified app development vs. generic content distribution tools
  • 5.
  • 6. Pros:  Established technology with over 30 years of development  Provides ability to fabricate objects that are otherwise uncreatable  Provides cost efficient means of rapid prototyping Cons:  Price  Learning Curve  Maintenance
  • 7. Pros:  Provides ability to capture 3d model of some real world objects  Captures detail such as geometry, color, size etc.  Model can be 3D printed or used in virtual environment Cons:  Limited use  Reliability issues  Rapid technology development
  • 8. Pros:  Creates virtual space allowing for immersive visualization  Easy to operate  Cheap Cons:  Rapidly advancing technology  No established format  Dizziness/sickness  Isolated experience
  • 9.  Pros  Immersive photo and video capture  Easy to capture environment for use in AR and VR applications  “Wow” factor  Rapid pace of support  Cons  Low quality resolution  Currently complicated to render imagery  No universal format  Rapidly advancing technology
  • 11. Touching the Past Active learning strategies result in stronger comprehension of subjects, and haptics provides a mechanism through which students can actively engage in learning a range of ideas and skills, putting control of learning literally into their hands. -Educase Learning Initiative
  • 12. Interpretive value  The extent to which the object relates to programming objectives and enhances the learning experience
  • 13. Examples  Butchered dog mandible (jaw) vs. butchered dolphin  “Arrow Boy” point vs. Morrow Mountain Point  Sundial/compass vs. Jack of Plate
  • 14. Discovering the interpretive value of the object What story do I want to tell? How will this object enhance that story? How can I reproduce the object? How can I teach my staff to use the object?
  • 16. Why did we do it? NMC Horizon 2015 Report Museum Edition Wiki  Key trends  Expanding concept of Museum Visitors  Increasing focus on participatory experiences  Growth of cross-institution collaboration  Pushing boundaries of creativity  Developments  BYOD (Bring Your Own Device)  Makerspaces  3D Scanning  Augmented and Virtual Reality  Challenges  Developing comprehensive digital strategies  Low digital fluency of museum professionals  Balancing connected and unconnected lives  Measuring impact of new technologies
  • 17. If you build it…they will come  Over 10K visitors from June 22nd-September 6th  National press  Multiple mentions on TripAdvisor and visitors surveys  Over 500 scans sent to visitors  Universal praise from visitors of all ages
  • 18. Press  Makezine.com  Recreating the Past with Archeological 3D Printing  3DPrint.com  Historic Jamestown’s 3D Printing ‘Ed Shed’ Puts the Past at Visitors’ Fingertips  Richmond Magazine  Making History  Wydaily.com  Jamestown Unearthed: 3-D Printing Technology Brings Artifacts to Life  Jamestown Unearthed: Historic Jamestowne Opens Hands-On Archaeology to Guests  The Yorktown Crier  Jamestowne Ed Shed
  • 19. Many visitors are “kids” at heart  Our effort to market the space as the JR “Kids” Ed Shed was a failure… and that’s a GOOD thing!
  • 20. Technology is tough  Technical challenges and training lapses became apparent only through operations
  • 21. 3D printer  Six different printers and three different brands  Don’t be an early adopter  Spend more  Keep it simple Virtual Viewers  Get Insurance on the phone  Cardboard gets dirty…fast  People want to walk around. Don’t let them.  Put the device in airplane mode
  • 22. 3D Scanner  Keep it charged  Determine your demo objectives  Create a space as you prep the demo  Use Apple TV 3D Prints  Identification Key  Variety  Discovery Boxes vs. Matching Game
  • 23. Sorting and Picking  Not productive without dedicated staff  Great bridge to the tech  Extended engagement opportunities Out of Context Artifacts  Get rid of the sharp stuff  Put it in their hands  Visuals needed
  • 24. Other observations  Keeping pace should be part of your budget  Let staff play  Partnership drastically enhanced the value of the space