Title: Mobile Learning in Museums
1Mobile Learningin Museums
- Giasemi Vavoula
- Deparment of Museum Studies
- University of Leicester
- gv18_at_le.ac.uk
2Overview
- Introduction
- What is mobile about learning
- Characteristics of mobile learning
- Mobile technology in museums
- Special case mobile learning on school museum
visits - Examples
- Case study Myartspace
- What it is and how it works
- Designing Myartspace
- Evaluating Myartspace
- Method
- Results
- Conclusions
3What is mobile about learning?
- Mobility in physical space
- Learner is peripatetic
- Mobility of technology
- Tools/resources are portable
- Learner alternates between tools/resources
- Mobility in conceptual space
- Learner alternates between topics/areas
- Mobility in social space
- Learner moves in/out of social groups, changing
roles - Learning dispersed over time
- Not always clear-cut start/finish
- cumulative
4Characteristics of Mobile Learning
- Study of learning and mobility (Vavoula, 2005)
- 15 participants kept diary for 2 weeks and
reported 161 learning episodes - Broad definition of mobile learning learning
away from ones normal learning environment, or
learning involving the use of mobile devices - Results
- 59 of the reported learning episodes were mobile
- 49 were not in home or office
- Most learning was to enable activity (40) and/or
solve a problem (15) - Only 5 of mobile and 10 of non-mobile learning
was related to a curriculum - Conversation was the main learning method of
mobile learning (45mobile and 21 non-mobile) - Mobile learning involves more activity and
interaction than non-mobile
Unfamiliar location
Personally relevant
Informal
Conversational
Active
5Mobile Learning
Museum Learning
- Importance of orientation/physical context
Unfamiliar location
Personally relevant
- Converse with co-visitors, curators, artists
social context
Informal
- Active choice of focus, route, resources,
interactions
Conversational
Theres something there!
Active
6Mobile Technology in MuseumsWitschey et al.
(2006), Museums in Transition.
extend and expand the way visitors interact with
the museum and with one another
- Uses
- Instant information access
- Customisation
- New communication networks
- Participation and personal expression
- Making science accessible
- Technology as a tool
- Learning about learning
Camera is live and the female has laid five
eggs!
7Special case supporting school visits
- Known issues
- Visits often isolated from classroom work
- Learning is a cumulative process involving
connections and reinforcement among the variety
of learning experiences people encounter in their
lives at home, during schooling, and out in the
community and workplace (Dierking et al. 2003) - making the links between school and museum
learning explicit, genuine, and continuous
affords real opportunities for school students to
have enjoyable learning experiences in both
settings. (Griffin 2004) - Making the visit personal and relevant
- Static displays, generic labels
- Structuring inquiry learning. Children need
specific support in - planning appropriate investigations
- managing investigations
- interpreting results
- (de Jong, 2006)
? Design linked pre, on, and post-museum visit
learning experiences
? Personalise interaction with exhibits
? Design inquiry-led museum learning
8Example 1 Collect! at the London ZooHP Labs
- Mobile camera phone application
- Barcode signs outside animal enclosures
- Personalised web page
OHara et al., 2007
9Example 1 Collect! at the London ZooHP Labs
- Interesting findings
- Barcode signs mixed blessing
- Engaging with content
- Significantly more collected than viewed
- Video gt Audio gt Text
- Provides additional views of exhibits
- Content consumption
- Move between viewing live animal and content
- View on the spot view during transitions view
at quiet, comfortable location - Synchronised viewing with friends
- Sharing device
- Groups split up and come back together to share
- The effect of the technology
- Child in charge, responsible for phone
- Choice content pull rather than push
- Collecting important in itself
- Competition who has collected the most
- Completing collections
- Additional value of hard to get or personally
favoured content - Importance of adding specific item to collection
greater than importance of accessing that item - Web site
- Adds value its published
- Sense of achievement
- Basis for further social interaction at home and
elsewhere - Chance for reflection
OHara et al., 2007
10Example 2 Gidder Groups in Digital Dialogue
- Pilot with High school students at Astrup
Fearnley Museum of Modern Art, Oslo - Pre-visit students work with information in
group wiki spaces and select works that they will
explore more deeply at the museum - Visit students use mobile phones to blog - and
label - experiences, impressions, and
conversations to the wiki - Post-visit groups use blog, labels, and other
resources to interpret selected artworks,
presentation of wiki spaces to class - http//www.intermedia.uio.no/display/Im2/Gidder
11Case Study Myartspace
- Service on mobile phones for enquiry-led museum
learning - Aim to make school museum visits more engaging
and educational - Museum test sites
- Urbis (Manchester)
- The D-Day Museum (Portsmouth)
- The Study Gallery of Modern Art (Poole)
- About 3000 children during 2006
12Case Study Myartspace (now OOKL)
Teacher sets learning task
Handout phones
Logon
Phone training
Recap learning task etc.
Share / present
Explore museum
Example gallery
13Designing Myartspace
14Bridging technology activity
- For MyArtSpace
- Design mobile phone application and associated
web portal - AND ALSO
- Design 3-stage learning experience (classroom
museum classroom/home) - Workshops involving designers and software
engineers AND ALSO teachers, LEA reps,
educational consultants, museum educators - What activities do we want the students to
perform? - How could these activities be structured into a
sound learning experience? - What happens in the classroom and what in the
museum? - Does the same thing happen in every
classroom/museum, with any teacher/students? Can
the teacher customise to match her teaching
style, objectives, background, and time
constraints? - The design of the learning experience must go
beyond the design of the technology, with clear
purpose for the teaching and learning
Vavoula et al., 2007
15Bridging learning spaces
- Learning experience ?? interactions in different
spaces - Physical space (e.g. museum)
- Virtual space (e.g. web portal)
- Personal space (e.g. mobile phone)
- How much of the experience on each space? When?
Where? - Danger draw visitors attention on virtual space
at the expense of the rich physical space ? do
not immerse in one space at the expense of the
others! - Preparing yet another space on which students can
interact and learn should be done with respect
for the already available spaces.
16Bridging contexts museum, classroom, home
- Opportunity for connected learning experiences in
the classroom, the museum and at home - Through constructed artefacts that transfer
automatically between contexts - Through continuation of learning in both formal
and informal contexts - Learning is cumulative, and learning experiences
should be connected across formal and informal
contexts.
17Bridging technologies
- Do not digitise and mobilise for the sake of
it - Use mobile technology where it brings the most
value e.g. for data collection in the museum - Then bridge it to technologies used in other
parts of the experience e.g. the exhibits,
installations and printed media in the museum,
the ICT suite at school - To decide what type of technology to use where,
break down experience into activities then for
each ask - What will be the location?
- What are the Human Factors?
- What technology is already available?
- What are the technical requirements for the UI?
- What is the cost of transition from this activity
to the next one?
18Evaluating Myartspace
19Evaluation at three levels
- Micro level users experience of the technology
- Usability
- Utility of functions
- Meso level users learning/educational
experience - Cognitive learning
- Breakthroughs
- Breakdowns
- Macro level impact on practice
- Appropriation of new technology unexpected and
envisaged educational use - Organisational issues
20Evaluation in three stages
- Users expectations
- Users actual experience
- Expectations reality gaps
21Evaluation throughout lifecycle
Technology robust enough to support full user
trial
Service deployed long enough to assess impact
micro meso macro
design implement
deploy
22Myartspace evaluation results
- Micro level usability issues
- Appropriate form factor
- Mobile phone is familiar and popular with this
age group - Collecting and creating items (photos, sounds) is
an easy and natural process - Mobile phone connection
- Text annotations of photos/audio recordings
- Integration of website with commercial software
(e.g. Powerpoint) - Minor usability problems
23Myartspace evaluation results
- Meso level educational issues
- Supports wide range of curriculum topics
- Including literacy and media studies
- Encourages meaningful and enjoyable pre- and
post-visit lessons - Encourages negotiation and active choice
- Teacher preparation
- Balance collection on-site and processing
in-classroom - Tools for collaboration
A student can effectively process 5-10 items
during a single post-visit lesson
24Myartspace evaluation results
- Macro level organisational issues
- Museum appeal
- Student engagement
- Museum accessibility
- Museums costs
- Purchase phones
- Train staff
- Support staff
- School costs
- Teacher personal time
- Cover-teacher
- Museum fees
- Need to pass the cost to students/parents ?
danger of exclusion
25Myartspace now OOKL
- http//www.ookl.org.uk/
- Commercial service released by The
Seahttp//www.the-sea.com/ - Currently runs at
- Kew Gardens
- Sheffield East CLC and Sheffield Museums and
Galleries - Liverpool Campion CLC
- Firstsite in Colchester
- Abraham Moss City Learning Centre, Manchester
26Conclusions
- Technology is a means, not an end
- What do you want to support and what are your
goals for the visitor experience (e.g. support
schools pre-, on- and post-visit learning) - Know your visitors what technology do they use
daily and how? - Introducing new/unfamiliar technology may
discourage extensive use and distract from visit
objectives - Taking advantage of visitor technology reduces
costs for museum - Inform your visitors what does your technology
offer to them? - They wont use it unless they know about it!
- Continuous evaluation
- Keep what works and improve/discard what doesnt
- Learn from others
- Budget realistically
- Staff costs
- Technology maintenance/upgrades
- Moderation
- User support
- Be aware of teacher requirements
- Support with technology use outside the museum
- pick up and go
27Bibliography
- Sharples, M., Taylor, J., Vavoula, G. (2007). A
Theory of Learning for the Mobile Age. In R.
Andrews C. Haythornthwaite (eds.) The Sage
Handbook of E-learning Research. London Sage,
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D., Werner-Avidon, M., Howarth, C., Pohlman, D.
Dodsworth, C. (2006). Museums in Transition
emerging technologies as tools for free-choice
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Thank you