Skip to main content

Community Repository Search Results

resource research Media and Technology
The authors describe a study of programs to deepen families' scientific inquiry practices in a science museum setting. The programs incorporated research-based learning principles from formal and informal educational environments. In a randomized experimental design, two versions of the programs, called inquiry games, were compared to two control conditions. Inquiry behaviors were videotaped and compared at pretest and posttest exhibits. Family members were also interviewed about their perceptions and use of the inquiry games. Results indicated that visitors who learned the inquiry games
DATE:
resource research Media and Technology
3D interactive virtual reality museum exhibits should be easy to use, entertaining, and informative. If the interface is intuitive, it will allow the user more time to learn the educational content of the exhibit. This research deals with interface issues concerning activating audio descriptions of images in such exhibits while the user is navigating. Five methods for activating audio descriptions were implemented and evaluated to find the most effective. These range roughly on a passive- active continuum. With the more passive methods, an audio explanation was triggered by simple proximity to
DATE:
TEAM MEMBERS: Briana Sullivan Colin Ware Matthew Plumlee
resource research Media and Technology
A multimodal semiotic approach is applied in this chapter to three examples to illustrate how the use of digital technology in museums and galleries can re-mediated the visitor experience (Jewitt, 2009; Kress, 2009). The examples are selected to expand upon the themes raised in Chapter X. They each explore different technologies, contexts and purposes and to illustrate the successful use of digital technology in exhibitions, galleries, or interventions: 1. You Tube and Flickr: The Weather Project by Olafur Eliasson at the Tate Modern Museum; 2. Interactive artefacts, virtual tours and Websites
DATE:
TEAM MEMBERS: Carey Jewitt
resource research Media and Technology
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields. Seventy students in grades 5 through 7 participated in the study in a non- AR or AR condition. Findings showed that students in the AR condition interacted with the magnets significantly longer and demonstrated higher amounts of teamwork. In interviews
DATE:
TEAM MEMBERS: Susan Yoon Joyce Wang
resource research Media and Technology
The Universidad Nacional Autónoma de México (UNAM), as an active cultural promoter, implemented a virtual museum system in order to help and develop expression related to art, science and humanities. The UNAM's cultural heritage is, as in many other universities, a vast number of different kinds of objects, ranging from painting and sculpture to numismatics and architecture, from traditional art to modern multimedia-based exhibits to Scientific Collections. It is impossible to exhibit it all in a single place in an orderly fashion. The Virtual Museum of the University's Cultural Heritage
DATE:
TEAM MEMBERS: Francisco Caviedes Esther de la Herran Andrea Vitela A. Libia Cervantes Jose Mondragon Alma Rangel Jose Silva Ildiko Pelczer Francisco Salgado Adidier Perez-Gomez Carolina Flores-Illescas Jose Casillas Graciela de la Torre Jorge Reynoso Rafael Samano Julia Molinar Jose Manuel Magana Alejandrina Escudero Ariadna Patino
resource research Media and Technology
In this paper we discuss our approach to designing two public exhibitions, where our goal has been that of facilitating and supporting visitors' own contributions to the exhibits. The approach behind our work sees the role of technology that is supporting people's experiences of heritage as moving away from delivery of information, and towards enabling visitors to create the content of the exhibit. This approach is aimed at encouraging active reflection, discussion and appropriation, in the tradition of human-centred interaction design. In the paper we present two installations, "Re-Tracing
DATE:
TEAM MEMBERS: Luigina Ciolfi Liam Bannon Mikael Fernstrom
resource research Media and Technology
While we should celebrate our success at evolving many vital aspects of the human-technology interactive experience, we question the scope of this progress. Step back with us for a moment. What really matters? Everyday life spans a wide range of emotions and experiences -- from improving productivity and efficiency to promoting wonderment and daydreaming. But our research and designs do not reflect this important life balance. The research we undertake and the applications we build employ technology primarily for improving tasks and solving problems. Our claim is that our successful future
DATE:
TEAM MEMBERS: Eric Paulos Tom Jenkins August Joki Parul Vora
resource research Media and Technology
The use of the term virtual is commonly associated with the idea of an extension of reality. Similarly, the expression virtual museum is usually adopted to mean a process of duplication of a physical museum and its objects, enabled by information technologies. Therefore, virtual museum has become a useful synonym for multimedia products or Web sites capable of providing new and fresh experiences of a specific museum and its heritage. However, in order to understand and explore further opportunities, profound reflection is necessary. We need to question and investigate the contemporary role of
DATE:
TEAM MEMBERS: Elisa Giacardi
resource research Media and Technology
The Silence of the Lands is a virtual museum of natural quiet. The project promotes a model for preservation, experience, and renewal of natural heritage that empowers the active and constructive role of local communities in the collection and interpretation of natural quiet as a cultural object. This is accomplished by using ambient sounds as conversation pieces of a social dialogue aimed at transforming the virtual museum in a place of cultural negotiation; that is, to make the virtual museum a living organism linking the people, visions, interpretations, and values that pertain to a
DATE:
TEAM MEMBERS: Elisa Giaccardi Hal Eden Gerhard Fischer
resource research Media and Technology
This report focuses on the use of games as resources to support the educational aims, objectives, and planned outcomes of teachers who understand that games are an important medium in contemporary culture and young people's experiences. The report provides an assessment of game-based learning in UK schools. It is intended to test out the hype and enthusiasm for using games in education and to identify a sensible rationale and practical strategies for teachers to try out games in the classroom.
DATE:
TEAM MEMBERS: Ben Williamson
resource research Media and Technology
How can research on teaching and learning be used to improve the design of e-content? The contents of this report are based on a series of seminars conducted during 2003 and 2004, funded by the Economic & Social Research Council (ESRC), that were coordinated by Lydia Plowman, University of Stirling. They were also sponsored by a number of organisations including Futurelab. Each seminar was attended by researchers from universities, creators and managers of companies that make educational resources, and people engaged in policy making or representing Government agencies
DATE:
TEAM MEMBERS: Lydia Plowman
resource research Media and Technology
To explore how the United States can harness the powerful features of digital games for learning, the Federation of American Scientists, the Entertainment Software Association, and the National Science Foundation convened a National Summit on Educational Games, on October 25, 2005 in Washington, DC. The Summit brought together nearly 100 experts to discuss ways to accelerate the development, commercialization, and deployment of new generation games for learning.
DATE:
TEAM MEMBERS: Federation of American Scientists Henry Kelly