new models for mobile learning in museums
DESCRIPTION
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.TRANSCRIPT
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New models for mobile learning in museums
Nicholas Badcott and Shelley Mannion, British Museum
William Robinson, Artist and technologist
Alessandra von Aesch, University of Lugano
Images benedictjohnson.com
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Primary and secondary programmes
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From audio tours to mobile
experiences
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600 secondary school students
7” Galaxy Tablets
Augmented Reality
Game-like experience
Cultures in Contact 2011
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Experience-focused, supported by objects Simulate reflections and insights of pilgrimage
Convey personal and communal experience
Game-like, but not silly or disrespectful
Accommodate different types of learners.
Learning objectives
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Sensitive and potentially controversial subject matter
Linear exhibition narrative, design
Concerns about improper use of social media
Small budget, limited time
No network connectivity
Constraints
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App design and development
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1 2 3
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Simulating rituals using unique features of phones
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Two types of video content
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Facilitated
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18 sessions
12 schools
270 students
Age 12-17 (Average 14)
60% girls, 40% boys
Both Muslim and non-Muslim,
majority Christian
Audience
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Texting Phone calls Internet Apps Games Schoolwork
64
54
38
2724
8
What do you use your phone for?
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Gallery observations
Post-session surveys (33% of total)• 88 students• 8 teachers
Content analysis
Research model
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Outcomes and insights
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Learning outcomes
Factual36%
Emotional27%
Functional8%
General27%
Other1%
Name something you learned today.
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Learning outcomes
General
FactualI learnt that 99,000 people went from Nigeria. 61
EmotionalThat Hajj can increase Muslim’s love for the prophet Muhammed (Pbuh). 64That some people didn’t really feel connected to Allah, but after the Hajj they did. 67
FunctionalPeople throw stones at a wall to release their selfishness and anger. 26
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Mobile app49%
Videos of pilgrims31%
Teacher20%
Where did the learning come from?
First-hand accounts supported emotional outcomes
Mobile app ( plus objects, text panels, maps) supported mainly functional, factual outcomes
Factual and functional
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Drawing the Mahmal Watching videos Voice recording Answering questions0
5
10
15
20
25
30
35
40
45
41
29
119
Circle your favourite task. Say why you liked it.
Types of activities
Creative, enjoyable, easy, entertaining, engaging, artistic, skill
Emotions, experience, insight
[Reflective, performative, social, personal]
Interesting, knowledge, information
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Creative drawing
Very creative and you can remember it more if you do something yourself. 65
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Performative voice recordings
So I could tell people what is important to me. 44
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Social interaction
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Sa'i - Hunt for ob-jects30
Stoning pillars - Flick pebbles
23
Tawaf - Finger circles
10
Which ritual did you like the most?
Explore, find,see objects in person
Feeling, meaningful, experience, made me think, satisfying, realistic, connection, emotions, [reflect]
Done by pilgrims, [realistic, authentic]
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I enjoyed circling [Tawaf] as it is something the pilgrims actually do. 52
Stoning the pillars
It felt like I was actually throwing those sins away. 41
I found qualities of myself which I would like to lose. 84
Made me feel pure and took my anger away. 53
Experience of Hajj
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Model for mobile learning
Frohberg, et al 2009Adapted by Doll 2012: 31
Only 11 of 102 mobile learning apps used this approach
Voice recording,drawing
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Strong
Guided reflection, content
construction
Emotional, experiential learning
objectives met
Improvements
Less teacher control, more free
exploration
More app driven social interaction,
communication
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Questions
Role of objects with mobile apps
Self-directed, teacher-led
New styles of interaction
Improve research model
An invitation…