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Università della Svizzera Italiana Faculty of Communication Sciences Digital technologies and visiting school groups: A case study at the British Museum Master’s Thesis of Susanna Doll Student n°: 09987355 Thesis Supervisor: Prof. Paolo Paolini Thesis Cosupervisor: Shelley Mannion 20112012 Handing date: September 2012

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Università  della  Svizzera  Italiana    

Faculty  of  Communication  Sciences    

       

Digital  technologies  and  visiting  school  groups:    

A  case  study  at  the  British  Museum      

Master’s  Thesis    of  

Susanna  Doll  Student  n°:  09-­‐987-­‐355  

                     Thesis  Supervisor:  Prof.  Paolo  Paolini  Thesis  Co-­‐supervisor:  Shelley  Mannion      2011-­‐2012  Handing  date:  September  2012      

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Table  of  Contents  

1   ABSTRACT  ......................................................................................................................................  4  2   BACKGROUND  ...............................................................................................................................  5  2.1   OBJECTIVES  AND  RESEARCH  QUESTIONS  ................................................................................................  6  2.2   MUSEUM  LEARNING:  FROM  PASSIVE  TO  PARTICIPATIVE  .....................................................................  9  2.3   LEARNING  CONTEXT:  SCHOOL  VISITS  TO  MUSEUMS  ..........................................................................  13  2.3.1   Bridging  the  gap  ..............................................................................................................................  13  2.3.2   Learning  as  an  individual  ............................................................................................................  16  2.3.3   The  social  context  ............................................................................................................................  21  

2.4   LEARNING  FROM  MUSEUM  OBJECTS  ......................................................................................................  24  2.5   DIGITAL  TECHNOLOGIES  AND  THE  GALLERY  EXPERIENCE  ................................................................  29  2.5.1   From  content  delivery  to  content  construction  ..................................................................  30  2.5.2   Mobile  technologies  and  social  interaction  ..........................................................................  36  2.5.3   Technologies  for  guidance  and  structure  .............................................................................  38  2.5.4   Goals  and  requirements  ................................................................................................................  39  

2.6   EVALUATING  LEARNING  OUTCOMES  .....................................................................................................  41  2.7   MULTIMEDIA  MAGIC  ...............................................................................................................................  43  

3   METHODOLOGY  ..........................................................................................................................  47  3.1   CASE  STUDY  RESEARCH  ..........................................................................................................................  47  3.2   MULTIPLE  RESEARCH  METHODS  ...........................................................................................................  48  3.2.1   Content  analysis  of  student-­‐produced  media  ......................................................................  48  3.2.2   Observations  ......................................................................................................................................  49  3.2.3   Interviews  ............................................................................................................................................  50  

3.3   DATA  COLLECTION  ...................................................................................................................................  51  3.3.1   Student-­‐produced  media  ..............................................................................................................  51  3.3.2   Observations  ......................................................................................................................................  51  3.3.3   Interviews  ............................................................................................................................................  52  

3.4   DATA  ANALYSIS  FRAMEWORK  ...............................................................................................................  56  3.4.1   Content  analysis:  Engagement  ..................................................................................................  56  3.4.2   Interviews:  Outcomes  .....................................................................................................................  58  

3.5   ETHICAL  CONSIDERATIONS:  RESEARCH  WITH  CHILDREN  ................................................................  58  3.6   LIMITATIONS  .............................................................................................................................................  59  

4   FINDINGS  ......................................................................................................................................  61  4.1   CONTENT  ANALYSIS  OF  STUDENT-­‐PRODUCED  MEDIA  .......................................................................  61  4.1.1   A  glance  at  the  data:  Quantitative  overview  .......................................................................  61  4.1.2   Content  analysis  ...............................................................................................................................  63  

4.2   OBSERVATION  ...........................................................................................................................................  83  4.3   INTERVIEWS  ..............................................................................................................................................  84  4.3.1   Personal  views  on  the  experience  .............................................................................................  84  4.3.2   Learning  outcomes  ..........................................................................................................................  91  

4.4   CONCLUSIONS:  CONNECTING  PROCESS  AND  OUTCOME  ...................................................................  103  5   CONCLUSIONS  ...........................................................................................................................  107  5.1   OBJECTIVES:  SUMMARY  OF  FINDINGS  .................................................................................................  107  5.2   INSIGHTS  AND  RECOMMENDATIONS  ...................................................................................................  109  5.3   FURTHER  RESEARCH  .............................................................................................................................  113  

6   REFERENCES  .............................................................................................................................  114  7   APPENDIX  A:  INFO  DOCUMENT  SENT  TO  SCHOOL  .......................................................  121  8   APPENDIX  B:  BUDDHAS  AT  THE  BRITISH  MUSEUM  ....................................................  124  9   APPENDIX  C:  GALLERY  OBSERVATION  SHEET  ..............................................................  125  

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 Figures  Figure  1  -­‐  Education  Theories  ............................................................................................................  10  Figure  2  -­‐  Needs,  goals  and  constraints  of  schools  and  science  centres  ..........................  14  Figure  3  -­‐  Scope  of  the  study  ...............................................................................................................  29  Figure  4  -­‐  From  content  delivery  to  content  construction  .....................................................  31  Figure  5  -­‐  The  five  GLOs  ........................................................................................................................  42  Figure  6  -­‐  Average  performance  of  school  groups  ....................................................................  61  Figure  7  -­‐  Number  of  pictures  taken  in  different  age  groups  ...............................................  62  Figure  8  -­‐  Object  interactions  based  on  looking  .........................................................................  64  Figure  9  -­‐  Descriptive  object-­‐related  talk  ......................................................................................  64  Figure  10  -­‐  Expressions  .........................................................................................................................  66  Figure  11  -­‐  Features  ................................................................................................................................  66  Figure  12  -­‐  Social  interaction  for  learning  ....................................................................................  73  Figure  13  -­‐  Engagement  in  the  gallery  .........................................................................................  103  Figure  14  -­‐  GLOs  of  Multimedia  Magic  .........................................................................................  104  Figure  15  -­‐  Impact  of  engagements  on  learning  outcomes  .................................................  105  

Tables  Table  1  -­‐  Case  study  overview  ............................................................................................................  47  Table  2  -­‐  Categories  and  types  of  data  for  analysis  ...................................................................  56  

Images  Image  1  -­‐  Students  exploring  the  gallery  .......................................................................................  44  Image  2  -­‐  Students  creating  a  "glog"  in  the  Samsung  Digital  Discovery  Centre  ...........  46  Image  3  -­‐  Girl  imitating  Buddha  ........................................................................................................  69  

   

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1 Abstract  This   study   explores   the  potential   of   integrating  digital   technologies   in   educational  

activities  for  visiting  school  groups  in  collection-­‐based  museums,  analysing  the  case  

of  Multimedia  Magic  at  the  British  Museum  as  an  example.  Through  a  combination  of  

research  methods,   both   the   process   and   the   outcomes   of   the   educational   activity  

were  explored,   in  order   to  gain  an  understanding  of   the   interrelation  between   the  

engagement   and   behaviour   during   the   visit   and   their   cognitive   and   emotional  

impact.  

The   process   of   the   educational   activity   was   analysed   using   content   analysis   of  

student-­‐produced   media   and   observation.   Post-­‐visit   interviews   with   14  

participating   students   were   used   to   evaluate   the   learning   outcomes   of   the   visit,  

which  were  categorized  using  Hooper  Greenhill’s  (2007)  GLO  framework.  

The  students  showed  intellectual,  emotional,  social  and  physical  engagement  during  

the   gallery   activities.   Intellectual,   physical   and   social   engagements   proved   to  

influence  the  gain  of  knowledge,  understanding  and  ICT  skills,  while  the  emotional  

engagement  impacted  the  students’  attitudes,  enjoyment  and  behaviour.  The  digital  

technologies   used   during   the   session   showed   relatively   little   influence   on   the  

students’   knowledge   gain,   but   they   influenced   their   emotional,   as   well   as   their  

physical  and  social  engagement.  The  digital  cameras  evoked  creative  approaches  to  

task  solving  like  role-­‐playing  and  explorative  behaviour.  The  emotional  engagement  

due   to   the   use   of   digital   technologies   caused   a   high   willingness   for   sharing   the  

experience  and  for  repeat  visits  to  the  museum.  

These   findings   are   relevant   for   museum   educators   who   are   developing   digital  

activities  for  exploration  and  engagement.  It  serves  as  an  example  of  the  integration  

of  digital  technologies  into  gallery  activities  without  compromising  the  focus  on  the  

artefacts.  

   

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2 Background  After  an  effort  of  the  UK  government  to  promote  learning  outside  the  classroom,  in  

2008,   the   independent   Office   for   Standards   in   Education,   Children’s   Services   and  

Skills  published  a  report  that  evaluates  the  practice  of  such  learning.  One  of  the  key  

findings  was  the  following:  

When   planned   and   implemented  well,   learning   outside   the   classroom   contributed  significantly   to   raising   standards   and   improving   pupils’   personal,   social   and  emotional  development.  (Ofsted,  2008,  p.  5)  

Museum  visits  being  one  example  of  learning  outside  the  classroom,  the  motivation  

for  schools  to  organize  regular  day  trips  to  local  or  regional  educational  institutions  

should   be   in   line  with   this   report:  Making   a   positive   contribution   to   the   students’  

development  by  providing  them  an  educational  as  well  as  enjoyable  experience.  

For  museums,   relationships  with   schools   are   equally   important.   Attracting   school  

groups   to   visit   the   museum   always   means   connecting   with   a   key   audience   –   the  

future   audience.   Especially   primary   school   field   trips   can   be   an   opportunity   to  

provide  a  new  and  memorable  experience  for  children  who  may  have  never  set  foot  

in  a  museum  and  who  might  return  with  their  families  and  friends.  As  Michael  Gove,  

the  British  Secretary  of  State  for  Education  puts  it:  

“The   one   chance   that   children   from   disadvantaged   backgrounds   have   to   go   to   the  major  museums   and   galleries   is   through   schools   and   if   there   aren't   school   trips   it  doesn't   happen   for   them.   And   yet   school   trips   are   the   most   effective   way   to   get  children  learning;  they  become  inspired.”  (Boffey, 2011)  

Following   the   laudable   trend  of  becoming  more  visitor-­‐centred,  museum  activities  

are   aiming  more   and  more   at   including   the   students   as   active   participants   rather  

than   silent   observers.   In   a   participatory   museum   (Simon, 2010),   visitors   are  

encouraged  to  add  their  story,  to  create  content,  to  connect  with  the  institution  and  

to  share  their  experiences.  School  field  trips  are  an  opportunity  for  the  museum  to  

let   young   visitors   (and   often   first   time   visitors)   know   that   they   are   welcome   to  

explore,  to  engage,  to  contribute.  

Incorporating  digital  technologies  into  museum  learning  activities  can  contribute  to  

this  mission  of  the  active  learner  and  they  have  a  potential  for  engaging  students  in  

ways  that  traditional  learning  material  (i.e.  worksheets)  cannot.  The  mission  of  the  

Samsung   Digital   Discovery   Centre   at   the   British   Museum   is   to   provide   learning  

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experiences  that  combine  engagement  with  the  museum’s  artefacts  with  the  playful  

acquisition  of  ICT  skills.  This  extends  the  educational  relevance  of  the  institution  to  

the  21st  century,  as  there  is  more  to  learn  at  the  museum  than  facts  and  numbers.    

To   ensure   that   an   experience   is   both   enjoyable   and   meaningful   for   the   students,  

evaluation   is   necessary.  Museum   educators   benefit   from   experiences   and   insights  

gained   in   other   institutions   as   well   as   ones   gained   in   their   own.   This   study  

contributes   to   the   body   of   knowledge   that   drives   the   continuous   improvement   of  

educational  practice  in  museums.  

2.1 Objectives  and  research  questions  The  general  interest  behind  this  research  is  the  following  question:  Which  role  can  

digital   technologies   play   in   augmenting   learning   experiences   in   a   cultural   history  

institution  like  the  British  Museum?  The  analysis  of  the  Multimedia  Magic  case  can  

give   an   insight   into   the   integration   of   cameras,   tablets   and   computers   in   learning  

experiences   and  how   they   can   foster   the   interaction  of   the   students  with  –   in   this  

case   religious   –   artefacts   and   the   concepts   that   revolve   around   them.  At   the   same  

time,  the  evaluation  of  the  educational  program  aims  at  exploring  the  impact  on  the  

participants.  This  study  is  guided  by  the  following  four  objectives:  

1. Explore  the  engagement  of  the  students  with  the  museum  artefacts  

2. Explore  the  behaviours  taking  place  during  the  gallery  experience  

3. Identify  the  learning  outcomes  of  the  session    

4. Evaluate  the  role  of  the  digital  technologies  for  the  learning  process  

Objectives  1  and  2  will  be  pursued  by  analysing  the  media  produced  by  the  students  

during   the   Multimedia   Magic   sessions   over   the   last   two   years   and   by   formal  

observation   of   one   session.   Objective   3   will   be   fulfilled   by   conducting   semi-­‐

structured   interviews   with   the   students   of   the   same   session.   Objective   4   will   be  

pursued  using  all  three  data  sets.  

Following  the  objectives  of  this  study,  the  research  questions  are  the  following:    

Q1:  How  do  students  engage  with  the  museum  objects  during  the  gallery  exploration?  

a. What  do  the  students  say  about  the  artefacts  in  their  recordings?  

b. How   do   the   students   engage   cognitively,   physically   or   emotionally   with   the  

artefacts?  

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One   of   the   goals   of   a   school   visit   to   a   collection-­‐based   museum   (like   the   British  

Museum)   is   to  get   the  students  engaged  with  the  artefacts.  This  set  of  questions   is  

aimed  at  finding  out,  which  interactions  with  the  objects  take  place  during  a  digital  

scavenger   hunt   like   Multimedia   Magic,   in   order   to   understand   the   potential   of  

certain  technologies  of  engaging  students  in  museum  environments.    

Q2:  What  is  the  students’  behaviour  during  the  gallery  exploration?  

a. Which  social  interactions  are  taking  place?  

b. Which  approaches  are  the  students  using  to  solve  the  tasks?  

c. Are  the  students  engaging  in  any  creative,  playful  or  unexpected  behaviour?  

Exploring   the   behaviour   of   students   during   the   session   is   important   in   order   to  

understand   contextual   factors   that   influence   the   learning   experience,   like   social  

interactions.  Also,   finding  out,   how   the   students  make  use  of   the   technologies   and  

how   they   approach   their   tasks   can   bring   to   light   strong   and   weak   points   of   the  

design  of  the  session,  which  leads  to  further  improvement  of  practice.  

Q3:  What  are  the  outcomes  of  this  educational  experience?  

a. What  is  the  students’  personal  view  of  their  visit?  

b. What  are  the  learning  outcomes  according  to  the  GLO  framework?  (see  chapter  

2.6)  

The  third  question  set  aims  at  understanding  the  impact  of  the  session.  After  having  

explored   what   the   students   do   and   how   they   behave   during   their   visit,   it   is  

important  to  know  how  this  visit  affected  them  and  if  their  learning  experience  was  

a  success  and  why.  

Q4:  Which  role  do  the  digital  technologies  play  in  the  learning  process?    

a. How  do  the  students  use  the  technologies  to  solve  the  tasks?  

b. Do  the  technologies  encourage  or  inhibit  certain  behaviours  and  interactions?  

c. What  influence  do  the  technologies  have  on  the  learning  outcomes?  

d. How  do  the  technologies  influence  the  students’  views  of  the  experience?  

The  fourth  question  set  is  aimed  at  finding  out  how  the  digital  technologies  actually  

contribute   to   the   success  or   failure  of   certain   aspects   of   the   experience.  Using   the  

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findings  of  all  the  behavioural  questions,  this  last  set  will  critically  evaluate  to  which  

extent  the  supposed  potential  of  the  technologies  can  be  confirmed.  

These   research   questions   are   of   exploratory   nature   and   the   goal   is   to   gain   an  

understanding  of   the  behaviours,   interactions  and   impacts   that  are   taking  place   in  

order   to   inform   practice   and   further   research   about   the   potentials   of   digital  

technologies  in  museum  learning.  

   

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2.2 Museum  learning:  From  passive  to  participative  The  purpose  of  the  following  section  is   to  provide  a  theoretical  background  to  this  

study   and   to   place   its   findings   in   a   research   context.   Before   analysing   the   specific  

learning   context   of   this   study   –   school   visits   in   museums   –   and   exploring   the  

potentials  of  digital  technologies  in  this  context,  this  preliminary  section  will  give  a  

short  overview  of  the  evolution  of  the  concept  of  learning  and  how  it  influenced  the  

educational  role  and  didactic  practice  of  museums.  This  will  provide  the  educational  

groundwork  and  give  insight  into  the  concept  of  learning  that  the  following  chapters  

are  based  on.  

The   conception   of   learning   has   changed   significantly   over   the   past   century,  

especially   due   to   advances   in   research   methods   and   new   scientific   opportunities  

thanks  to  a  rapid  technological  development.  One  main  distinction  between  learning  

theories  and  subject  to  endless  debate  is  their  epistemology.  As  can  be  seen  in  Hein’s  

diagram  (see  Figure  1),  two  questions  that  determine  the  nature  of  learning  theories  

are:  Does  knowledge  exist  outside  the  learner?  And  how  is  knowledge  acquired?  

The  notion  that  knowledge  exists  outside  of  a  person’s  mind  leads  to  the  assumption  

that  there  is  a  generally  valid  truth  independent  from  people’s  personal  conceptions.  

This   belief   has   implications   for   didactic   approaches   because   it   suggests   that   a  

learning  experience  was  successful  only  if  a  student  acquired  the  “right”  knowledge.  

On   the  other   end  of   the   scale,   knowledge   is   seen  as   something   that   can  only   exist  

when  constructed  by  a  learner  and  is  therefore  dependent  on  this  person’s  personal  

beliefs  and  existing  cognitive  concepts.  

How   knowledge   is   acquired   determines   the   role   of   the   learner.   Traditional   views  

have  assumed  a  passive   role  of   learners  who   “learn  by  absorbing   information   that  

has  been  transmitted  to  them.”  (Hein,  1998,  p.  21)  Much  of  the  conservative  school  

system  seems  to  revolve  around  the  idea  of  the  transmission  of  knowledge  that  can  

be  “filled  into”  the  learner’s  empty  brain.  This  educational  approach  usually  leads  to  

a   strong   focus   on   memorization   of   facts   and   neglects   the   importance   of  

understanding  (Bransford,  Brown,  &  Cocking,  2000).  

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Figure  1  -­‐  Education  Theories  (Hein, 1998)  

As   early   as   in   1916,   John   Dewey   criticized   that   although   recognized   as   an   active  

process   in   the   theories,   learning  was   still   treated   as   a   passive   procedure   in  most  

schools.    

Why   is   it,   in   spite   of   the   fact   that   teaching   by   pouring   in   learning   by   a   passive  absorption,  are  universally  condemned,  that  they  are  still  so  intrenched  in  practice?  That   education   is   not   an   affair   of   “telling”   and   being   told,   but   an   active   and  constructive   process,   is   a   principle   almost   as   generally   violated   in   practice   as  conceded  in  theory.  (Dewey,  1916,  p.  46)  

The  advances  of  psychology  from  a  behaviourist   to  a  cognitive  science  contributed  

to   a   changed   concept   of   the  mind.  While   for   behaviourists   the  mind  was   a   “black  

box”,   whose   internal   processes   could   not   be   scientifically   studied   at   the   time,  

cognitive   scientists   started   to   acknowledge   and   research   its   inner  workings   using  

new  methods  and  technologies.  This  progress  in  cognitive  research  backed  theories  

like  constructivism,  which  see  the  learner  as  an  active  knowledge  constructor:  

[C]ognitive   psychology   saw   the   mind   as   active,   as   selecting   information   from   the  environment,   relating   it   to   prior   knowledge,   and   acting   on   the   results   of   such  processing.  (Friedenberg  &  Silverman,  2006,  p.  96)  

Museum  educators  adopted  the  constructivist  idea  and  started  to  align  their  didactic  

practice  with   the   new   theoretical   understanding   of  mental   processes.   Hein   (1998)  

Learner  constructs  knowledge  

All  knowledge  is  constructed  by  the  learner  personally  or  socially  

Knowledge  exists  outside  the  learner  

Incremental  learning,    added  bit  by  bit  

Constructivism  

Discovery  Didactic,  expository  

Stimulus-­‐Response  

Learning    Theory  

Theo

ry  of                        Kno

wledge  

  11  

listed   the   characteristics  of   a   constructivist   approach   to  exhibitions   in  his   ground-­‐

breaking  book  for  museum  education  research:  According  to  him,  they:    

• will  have  many  entry  points,  no  specific  path  and  no  beginning  and  end;    

• will  provide  a  wide  range  of  active  learning  modes;    

• will  present  a  range  of  points  of  view;    

• will  enable  visitors  to  connect  with  objects(and  ideas)  through  a  range  of  activities  and  experiences  that  utilize  their  life  experiences;  

• will   provide   experiences   and  materials   that   allow   students   in   school   programs   to  experiment,  conjecture  and  draw  conclusions.  (p.  35)  

A  common  misconception  of  the  active  knowledge  construction  in  practice  has  been  

that   learning   is   most   successful   when   students   discover   new   knowledge   by  

experimenting   or   experiencing   their   environment   without   any   direct   guidance  

(Bransford, Brown, & Cocking, 2000).  

This  has  evoked  criticism  by  several  researchers  who  pointed  out  the  ineffectiveness  

of  minimal   guidance  during  educational   experiences   (Mayer R. E., 2004; Kirschner,

2006).  While  this  criticism  is  probably  justified,  it  does  not  mean  that  the  theoretical  

concept  of  the  active   learner  was  wrong  –  but   it  was  certainly  misunderstood.  The  

active   role   of   the   students   during   knowledge   construction   should   not   lead   to   the  

conclusion  that  the  ideal  didactic  method  is  hands-­‐on  (rather  than  “minds-­‐on”  (Hein,  

1998,  p.  31))  experience  without  any  direct   instruction.   It   is  not  necessary   for   the  

student   to  always  be  doing  something   in  order   for   their  mind   to  be  active  –   “even  

listening   to   a   lecture   involves   active   attempts   to   construct   new   knowledge.”  

(Bransford,  Brown,  &  Cocking,  2000,  p.  11)  The   idea  of   the  active   learner  does  not  

mean   that   instruction   is   obsolete;   the   role   of   instructors   merely   shifts   from  

transmitters  of  knowledge  to  facilitators  of  knowledge  construction  (Andresen, Boud,

& Cohen, 2000; Kisiel, 2006).  

Hand  in  hand  with  the  uprising  of  constructivist  views,  the  educational  approaches  

of   museums   shifted.   Aside   from   the   fact   that   an   active   role   was   assigned   to   the  

visitors,   the   authoritative   voice   of   the   institutions   faded   in   favour   of   allowing  

multiple   views   on   their   collections   and   acknowledging   visitor   generated   content  

(Tallon, 2008; Samis, 2008).   Rather   than   imposing   one   valid   truth   on   the   visitors,  

many  institutions  now  encourage  visitors  to  add  their  voice  to  the  dialogue  and  they  

acknowledge  personal  readings  of  “their”  collections.  

  12  

As   with   every   theory,   there   are   diverse   interpretations   of   these   ideas   and  

researchers   have   taken   different   directions   to   further   develop   them.   Especially  

educators   have   incorporated   some   of   the   ideas   to   develop   various   didactic  

strategies.   Among   these   are   theories   like   discovery,   inquiry-­‐based,   problem-­‐based  

or  experiential  learning,  which  build  on  the  premise  of  active  learners  who  construct  

their   own   knowledge.   Even   though   terminology   might   differ   and   educational  

theories   do   not   accord   in   every   detail,   most   contemporary   museum   education  

researchers   do   agree   on   the   core   concept   of   the   active   role   of   the   learner   who  

constructs   new   knowledge   in   his   or   her   mind   based   on   previous   knowledge   and  

experience,  which  will  also  be  a  guiding  principle  for  this  study.  Hein  (1998)  called  

this  the  “inevitability  of  constructivism”:  

If   we   accept   modern   theories   of   learning,   then   we   inevitably   need   to   accept   the  constructivist  position  on  theory  of  knowledge  at  least  to  some  degree.  That  people  make   their  own  meaning  out  of  experience  appears   to  be  a  phenomenon  of  nature  (not  just  a  theoretical  construction).  (p.  34)  

Based  on  this  assumption,  the  following  section  will  now  explore  the  most  important  

aspects  of  the  educational  experience  of  school  groups  in  museums,  highlighting  the  

personal  and  social  context  of  the  learners.  Subsequently,  the  educational  agenda  in  

collection-­‐based   museums   will   be   discussed,   describing   the   potentials   of   object-­‐

based  learning.  Based  on  the  issues  raised  in  these  chapters,  this  study  will  explore  

the  integration  of  portable  digital  technologies  in  this  educational  context.  

   

  13  

2.3 Learning  context:  School  visits  to  museums  The   following   section  will   explore   the  peculiarities  of   the   specific   learning   context  

studied   in   this   work   –   school   visits   to   cultural,   collection-­‐based   museums   –   and  

discuss  the  possibilities  of  object-­‐based  learning.    

2.3.1 Bridging  the  gap  This  study  is  concerned  with  a  specific  learning  context:  the  educational  experience  

of  school  groups  in  museums.  Although  both  schools  and  museums  are  educational  

institutions,  they  have  always  had  quite  a  disparate  role  and  didactic  approach.    

Typically,   schools   have   been   described   as   formal   learning   contexts.   Although  

learning  can  occur  in  any  given  context  –  and  most  learning  occurs  outside  of  school  

(Cahill, Kuhn, Schmoll, Lo, McNally, & Quintana, 2011)  –  schools  as  institutions  with  

a  clearly  defined  educational  mission  and  a  certain  coercive  nature  are  perceived  as  

the   principal   places   of   learning.   The   definition   of   a   formal   learning   environment  

includes   factors   like   being   compulsory,   led   by   teachers,   evaluation-­‐based,  

structured,  with  the  motivation  of  the  learners  being  mostly  extrinsic  (Eshach, 2007).  

With   schools  being   the   embodiment  of   a   formal   learning   environment,   there   is   an  

inclination   of   calling   every   context   outside   of   school   an   informal   learning  

environment  (Vadeboncoeur, 2006; Eshach, 2007).  

A   museum   would   therefore   qualify   as   an   informal   learning   context.   Although   a  

museum  visit  might  be  less  structured  and  evaluation-­‐based  than  a  lesson  at  school,  

it   is   not   true   that   learning   at  museums  always  happens   completely   incidental   and  

without   any   guidance.   People   could   have   an   informal   learning   experience   at   a  

museum,  but   this   is  usually  not   the  case   for  school  groups.  Eshach   (2007)   suggests  

that  the  term  non-­‐formal  learning  can  bridge  the  gap  between  informal  and  formal  

learning  contexts.  Non-­‐formal  learning  occurs  outside  of  the  school  environment  but  

in   an   institution  with   an   educational   intent.   Instances   of   non-­‐formal   learning   can  

differ   and   they   range   from   less   structured   (i.e.   an   individual   or   a   family   visiting   a  

museum   in   their   leisure   time   without   a   learning   agenda)   to   more   structured  

experiences.  Class  trips  to  museums  are  usually  more  on  the  structured  side  of  the  

scale.  The  place  itself  therefore,  does  not  determine  if  a  learning  experience  is  formal  

or   not,   but   the  whole   learning   context   has   to   be   considered.  When   school   groups  

visit   a   museum,   this   creates   a   complex   scenario   composed   by   the   requirements,  

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challenges   and   opportunities   of   two   overlapping   learning   contexts,   which   are  

usually  perceived  as  being  on  the  opposite  ends  of  the  formal-­‐informal  scale.    

 Figure  2  -­‐  Needs,  goals  and  constraints  of  schools  and  science  centres  (Schatz, 2004)  

Although  the  benefits  of  school  visits  to  museums  seem  manifold,  there  are  certain  

constraints  that  often  make  it  difficult   for  teachers  to  realise  them.  Figure  2  shows  

Schatz’  (2004)  illustration  of  this  issue.  Even  though  his  research  focused  on  science  

centres,   the   issues   are   transferable   also   to   other   museums.   For   one,   there   are  

financial  and  logistic  questions  that  have  to  be  solved  (i.e.  transport,  safety,  number  

of  available  supervising  adults  and  supply  teachers)  and  usually  a  day  out  of  school  

needs   to   be   justified   with   an   educational   gain   that   the   trip   brings   (Mortensen &

Smart, 2007; DeWitt & Storksdieck, 2008).  Teachers  often  have  concrete  expectations  

in  terms  of  the  learning  agenda  and  the  impact  of  a  museum  visit.  Hooper-­‐Greenhill  

(2007)   did   a   survey   on   the   outcomes   of   museum   visits   and   which   ones   teachers  

valued  most.  It  became  evident  that  teachers  rated  “the  opportunity  for  their  pupils  

to  have  an  experience   that   is   enjoyable   and   inspirational   and  which  might   lead   to  

creativity”  (p.  111)  most  important.  However,  the  majority  of  teachers  were  willing  

to   relate   the   museum   visit   to   their   curriculum   and   therefore,   also   highly   valued  

increased  knowledge  and  understanding  as  a  learning  outcome.    

  15  

For   museums   to   accomplish   their   educational   mission   and   to   provide   successful  

learning  activities   to  schools,   it   is  essential   that   they  are  aware  of   these  needs  and  

constraints  of  their  audience.  School  groups  are  very  peculiar  museum  visitor  types  

that   have   specific   needs   and   constraints,   but   at   the   same   time   lend   themselves   to  

participating  in  structured  educational  activities.    

There  are  several  ways   for   teachers   to  organize   field   trips   to  a  museum.  They  can  

either  be   self-­‐guided,   in  which   case   the   teachers   either  prepare  material   to   assign  

tasks  to  the  students  during  the  visit  (i.e.  worksheets)  or  they  can  prepare  a  tour  for  

their  students,  in  which  they  take  over  the  role  of  the  guide.  In  both  cases,  they  need  

to  invest  time  to  get  acquainted  with  the  content  of  the  exhibitions  and  the  museum  

space  to  prepare  the  trip.    

Another  possibility   is  to  rely  on  the  expertise  of  the  museum  staff  and  book  a  tour  

with   a   museum   guide.   This   study,   however,   focuses   on   a   third   alternative:  

Educational  activities  provided  by  the  museum  to  schools  that  aim  for  –  in  contrast  

to   guided   tours   –   an   active   involvement   of   the   students   during   their   visit.   The  

obvious  advantage  of  trusting  the  museum  with  providing  material  and  activities  is  

that   teachers   have   to   invest   less   time   for   the   preparation   of   field   trips   and   can  

instead   benefit   from   the   expertise   of   the  museum   staff.   Especially   primary   school  

teachers   prefer   to   rely   on  museum   resources   for   their   class   visits   because   for   the  

teachers,  the  main  goal  of  the  trip  is  usually  to  provide  an  enjoyable  experience  for  

the   students,   while   in   secondary   schools   the   class   trips   are   more   learning   and  

curriculum  focused  (Ofsted, 2008; Hooper-Greenhill, 2007; Black, 2005).  

The  overlapping  of  two  learning  contexts  does  not  only  affect  the  design  of  activities  

to   combine   the   diverging   needs   and   affordances   in   situ.   Research   has   also   shown  

that   “bridging   the   gap”   with   pre-­‐   and   post-­‐visit   activities   is   very   beneficial   for  

learning  (Vavoula, Sharples, Rudman, Meek, & Lonsdale, 2009; DeWitt & Storksdieck,

2008; Eshach, 2007; Falk & Dierking, 2000).  Embedding  museum  experiences   in   the  

school   context   has   several   benefits.   Pre-­‐visit   sessions   can   serve   as   a   thematic  

introduction  to  the  trip  in  order  to  familiarise  the  students  with  the  things  they  will  

see  at  the  museum.  However,  the  preparation  session  does  not  necessarily  need  to  

include  any  factual  information  related  to  the  topics  of  the  museum  visit  in  order  to  

have  a  positive  influence  on  the  museum  experience.  It  has  been  shown  in  research  

  16  

that  students  who  have  been  prepared  well  for  a  museum  visit  by  their  teacher,  i.e.  

who  have  been  informed  about  the  practical  aspects  of  the  visit  and  their  schedule  

for  the  day,  are  more  at  ease  and  more  likely  to  focus  on  the  educational  experience  

without   being   distracted   by   organizational   questions   (Kisiel, 2003).   Post-­‐visit  

activities   back   at   school   reinforce   the   students’   learning   and   allow   them   to   share  

their  experiences  and  gained  knowledge  with  the  teacher  and  their  peers.  

2.3.2 Learning  as  an  individual  In   any   context,   learning   is   always   a   personal   experience   (Falk & Dierking, 2000).  

Even  if  30  students  of  the  same  age  with  similar  social  and  cultural  backgrounds  are  

attending   the   exact   same   lesson,   the   experience   and   learning   outcomes   will   be  

different   for   each   one   of   them.   Even   though   learning   experiences   can   be  

collaborative,   the   learning   impact,   the   change   of   cognitive   concepts,   occurs   on   an  

individual  level  (Hooper-­‐Greenhill,  2007).    

The  problem  with  school  groups  in  museums  –  as  well  as  in  the  classroom  –  is  that  

the  needs  of  the  individual  student  can  often  not  be  considered.  However,  there  are  

ways  to  account  for  the  individual  differences  of  students  in  a  museum  environment  

by  providing  them  a  certain  freedom  in  their  activity.  

The  school  group  is  generally  referred  to  and  largely  treated  as  a  single  entity  rather  than   as   a   group   of   individuals   and   the   group’s   characteristics   and   needs   are  considered   over   the   characteristics   and   needs   of   the   individuals.   Yet   by   providing  students  with   some  authority  over   their   learning—giving   them  a   clear  agenda  and  choice   in   their   learning  and  allowing  them  the  same  rights   to   learn   in  museums  as  we  afford  adults,  we  know  that  student   learning  can  be  facilitated  (Griffin,  2004,  p.  S67).  

In   most   educational   contexts,   it   is   not   possible   to   design   personalized   learning  

experiences   for   each   individual   student.   However,   it   is   crucial   to   consider   certain  

characteristics  of  the  learners,  to  whom  the  educational  activities  are  directed,   like  

age,   language   skills,   cultural   backgrounds,   previous   knowledge,   etc.   in   order   to  

provide  an  experience  that  is  suitable  and  possibly  adaptable  for  as  many  different  

individual   learners   as   possible.   The   identity   of   the   learner   plays   a   crucial   role   in  

making  educational  experiences  relevant  for  them.  Being  able  to  relate  any  aspect  of  

an  exhibit  or  a  lesson  to  their  own  life  will  make  the  experience  much  more  valuable  

and  memorable  (Paris  &  Mercer,  2002).  

  17  

There   are   several   aspects   of   the   individual’s   personal   context   that   have   a   great  

influence  on  their  learning  experience,  like  the  learners’  developmental  stage,  their  

motivation  and  previous  knowledge.  

Age  is  an  especially  critical  factor  when  designing  learning  experiences  for  children.  

Educational  experience  is  required  in  order  to  be  able  to  judge,  which  activities  are  

appropriate  for  a  certain  age  group.  Tasks  that  are  too  easy  are  just  as  demotivating  

as   tasks   that   are   too   challenging   for   a   student   of   a   certain   age   and   cognitive  

development  (Bransford, Brown, & Cocking, 2000).  

One  ground-­‐breaking  concept  that  explored  the  characteristics  of  individual  learners  

and   challenged   the   “one   size   fits   all”  model   of   education”   (Samis,   2008,   p.   4)  was  

Gardner’s  (1983)  theory  of  multiple  intelligences.  He  suggested  that  there  are  seven  

intelligences   (linguistic,   musical,   logical-­‐mathematical,   spatial,   bodily   kinesthetic,  

interpersonal,   and   intrapersonal)   and   that   each   mind   has   a   unique   intellectual  

profile,   which   is   shaped   by   genetic   disposition   as   well   as   experience.   Gardner  

himself  suggested  that  museums  were  ideal  environments  to  implement  educational  

activities   that   account   for   different   intelligences (Armstrong, 2009).   The   theory  

caught   the   interest   of   educators   and   there   has   been   extensive   research   on   its  

practical  application   in  order   to  account   for   the  different  ways   that   students   learn  

and   understand   (Hawk & Shah, 2007).   Recognizing   that   the  mind   is   composed   by  

several  kinds  of  intelligences  has  influenced  the  way  that  some  educators  approach  

their   lessons   or   design   their   curricula,   in   order   to   avoid   an   unbalanced   education  

and  to  recognize  parts  of   the   intellect   that  had  so   far  been  neglected   in   traditional  

school  education.  Since  a  field  trip  to  one  particular  museum  is  often  a  one-­‐time  (i.e.  

once  a  year  or  less)  experience  for  students,  it  is  important  to  use  this  time  frame  –  

which  often   lasts  only  a   few  hours  –   in  a  way   that  makes  a  positive   impact  on   the  

largest  possible  percentage  of  the  attending  students.    

The  museum  environment  lends  itself  to  learning  in  many  different  ways.  Embracing  

the   range   of   possibilities   for   learning,   like   “object   handling,   analysis   of   visual  

displays,   drawing,   drama,   group   discussion,   questioning,   listening,   team-­‐work   and  

problem-­‐solving”  (Hooper-­‐Greenhill,  2007,  p.  185),  can  make  students  with  diverse  

intelligences   and   learning   styles   respond   positively   to   the   activities.   The  museum  

experience   is   therefore   a   complement   to   the   education   in   school,   which   mostly  

  18  

addresses   logical  and   linguistic   intelligences  with  a   focus  on  memorisation  of   facts  

(Gardner, 1983; Weigel, James, & Gardner, 2009).  

In  addition  to  learning  styles  and  aptitudes,  each  person  brings  with  them  a  personal  history,  a  psychobiography,  and  engages  the  museum  within  a  social  context,  visiting  alone,  with  friends  or  associates,  or  with  family.  (Samis,  2008,  p.  4)  

Part   of   this   “personal   history”   of   the   learners   is   their   previous   knowledge,   their  

experiences  and  interests.  According  to  the  constructivist  theory,  new  knowledge  is  

always   based   on   existing   knowledge   and   mental   concepts.   It   is   therefore,   an  

important   contextual   variable   that   influences   learning.   The   prior   knowledge   of  

students  determines  how  they  perceive  a  learning  experience.  It  can  have  a  positive  

impact,   if   the   learner   already   knows   a   few   things   about   the   subject   matter   or   a  

related   field   and   he   or   she   can   recognize   something   during   the   museum   visit.   It  

creates  an   instant   interest  and  the  satisfaction  of  having   found  something   familiar,  

on  which  to  build  new  knowledge   (Hein, 1998; Falk & Dierking, 2000).  At   the  same  

time,   previous   knowledge   can   be   a   challenge   for   learning   if   the   students   have  

conceptions  that  conflict  with  the  new  knowledge  to  be  acquired.    

For   the   design   of   the   activities   it   is   good   to   be   aware   that   reinforcing   existing  

knowledge  is  a  substantial  part  of  learning  (Hooper-Greenhill, 2007).  When  students  

are   introduced  to  new  information,  repetition  can  be  helpful   to  affirm  the   learning  

process,  especially  when  different  approaches  are  used  to  transmit  the  information,  

or  it  is  presented  from  different  angles.  

When  material   is   taught   in  multiple  contexts,  people  are  more   likely   to  extract   the  relevant   features   of   the   concepts   and   develop   a   more   flexible   representation   of  knowledge  that  can  be  used  more  generally.  (Bransford,  Brown,  &  Cocking,  2000,  p.  236)  

When  learners  are  facing  a  concept  or  object  for  the  second  time,  they  can  recognize  

it   and   instantly   get   a   feeling   of   familiarity.   They  might   approach   it   differently   the  

second   time,   as   well,   since   the   novelty   factor   is   gone,   and   this   can   support  

understanding.  

For   educators,   it   is   difficult   to   know  which   interests   and   previous   knowledge   the  

students   bring   to   the   museum   and   therefore,   it   is   not   possible   to   tailor   the  

experience   to   the   specific   profile   that   the   students   have.  However,   they   should  be  

aware   that   the   experiences   of   students   at   the   museum   could   serve   as   a   base   for  

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further  learning.  Even  if  the  students  do  not  feel  like  they  learnt  anything,  they  might  

encounter  a  situation  in  the  future  that  evokes  memories  of  the  visit  and  influences  

the  way  they  further  develop  their  mental  concepts.  It  is  more  likely  that  they  will  be  

encouraged  to  deepen  their  knowledge  in  a  topic   if   they  have  positive  associations  

with   it.   The   responsibility   of   museum   educators   is   to   provide   these   enjoyable  

experiences  that  serve  as  previous  knowledge  for  future  learning.  

In   Falk   and   Dierking’s   Contextual   Model   of   Learning   (2000),   one   element   of   the  

personal  context  is  the  learner’s  motivation.  The  motivation  and  expectations  of  the  

learners   will   highly   influence   the   impact   that   the   educational   experience   has   on  

them.  Although  children  are  regarded  as  keen  motivated  learners  (Bransford, Brown,

& Cocking, 2000),   on  a   school   field   trip   to   a  museum   the  general  motivation  of   all  

students  is  an  extrinsic  one:  The  museum  visit  is  part  of  the  school  curriculum.    

On   an   individual   level,   however,   the   motivation   certainly   differs   from   student   to  

student  and  it  depends  on  their  previous  experience  with  similar  situations,  which  

shape  their  expectations  and  therefore  their  attitude  towards  the  activities.    

During   the   visit,   the   students’   motivation   largely   depends   on   the   design   of   the  

educational   activities.   Falk   and   Dierking   (2000)   state   the   important   role   of   choice  

and  control  for  engaging  learning  experiences:  

Learning   is   at   its   peak  when   individuals   can   exercise   choice   over  what   and  when  they  learn  and  feel  that  they  control  their  own  learning.  […]  When  museums  try  too  hard   to   mimic   compulsory   education   and   force   specific   learning   agendas   on   the  public,  they  undermine  their  own  success  and  value  as  learning  institutions.  (p.  138)  

In   a   study   about   the   use   of   worksheets   in   museums   conducted   by   Mortensen   &  

Smart (2007),   students  preferred  open-­‐ended   tasks   that   gave   them   the   freedom   to  

answer   in   the   way   they   preferred.   Bamberger   and   Tal   (2007)   explored   the  

differences  in  learning  when  students  were  asked  to  complete  tasks  with  no  choice,  

limited  choice  or  free  choice.  While  tasks  with  no  choice  often  resulted  in  students  

losing  interest,  free  choice  tasks  were  more  enjoyable  but  not  perceived  as  effective  

learning.   Limited   choice   tasks   turned   out   to   keep   the   students   motivated   “and  

enhanced  deeper  involvement  in  the  learning  process,  compared  with  no  choice  and  

free  choice  activities.”  (p.  91)  While  it  seems  to  be  a  valid  proposition  that  no  choice  

activities   in   museums   neglect   the   valuable   aspect   of   free   exploration   that   the  

museum  environment  has  to  offer,  it  is  also  true  that  school  field  trips  are  subject  to  

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certain   constraints.   As  mentioned   previously,   the   trip   needs   to   be   justified   by   the  

teacher   and   therefore   “some   sort   of   tangible   measure   of   cognitive   outcome   is  

required”   (Mortensen  &   Smart,   2007,   p.   1390).   But   this   constraint   is   not   the   only  

problem  with  completely  free-­‐choice  discovery  learning.  Mayer  (2004)  and  Kirschner  

(2006)   pointed   out   that   pure   discovery   learning  with   no   or  minimal   guidance   has  

proven  ineffective  in  numerous  studies.  Like  Bamberger  and  Tal  suggested  limited-­‐

choice  activities,  Mayer  proposes  guided  discovery  learning  as  a  successful  didactic  

strategy.  He  concludes:  

Guidance,  structure,  and  focused  goals  should  not  be  ignored.  This  is  the  consistent  and   clear   lesson   of   decade   after   decade   of   research   on   the   effects   of   discovery  methods.  […]  Pure  discovery  did  not  work  in  the  1960s,  it  did  not  work  in  the  1970s,  and  it  did  not  work  in  the  1980s,  so  after  these  three  strikes,  there  is  little  reason  to  believe  that  pure  discovery  will  somehow  work  today.  (pp.  17-­‐18)  

Finding  the  right  balance  between  guidance  and  free  choice  is  an  essential  challenge  

to  face  when  designing  museum-­‐learning  activities  for  school  groups.  

The   instructional   design   also   guides   the  motivation   of   students   to   find   out  more.  

Instruction  that  is  self-­‐contained  without  encouraging  further  discovery  can  appear  

to   the   students   as   if   they   had   learned   all   there   is   to   know.   Bonawitz   and   Shafto  

(2011)   studied   this   phenomenon  with   infants   and   suggested   a   “trade-­‐off   between  

instruction   and   exploration   […]   teaching   simultaneously   confers   advantages   for  

learning   instructed   information   and   disadvantages   for   learning   untaught  

information”   (p.   8).   Instruction   and   tasks   direct   the   mind   and   motivation.   When  

asked  to  solve  a  certain  task,  to  find  an  answer  to  a  certain  question,  individuals  tend  

to  overlook  everything  else  that  does  not  seem  to  fit  into  the  scope  of  the  question.  It  

is  therefore  important  to  keep  in  mind  that  the  tasks  should  be  open-­‐ended  in  order  

to  give  some  freedom  and  control  to  the  student.  

Another   important   factor   that   influences   the   motivation   of   students   to   learn   is  

enjoyment.   It  seems  almost   too  obvious  to  mention  but  as  Paris,  Yambor  and  Wai-­‐

Ling  Packard   state:   „When  students  attribute  positive  values  and   feelings   to   tasks,  

they   are   likely   to   choose   them   and   pursue   them   vigorously”   (1998,   p.   280).   The  

importance   of   emotions   for   learning   processes   has   in   fact   been   confirmed   by  

neuroscience  (Giessen & Schweibenz, 2007).  Positive  associations  with  newly  gained  

information  support  the  long-­‐term  storage  of  the  acquired  knowledge.  Giessen  and  

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Schweibenz   suggest  evoking  positive  emotions   in  a  museum  environment   through  

participation,   responding   to   the   individual   student   and   learning   through  

storytelling.  

2.3.3 The  social  context  Social  interaction  also  plays  an  important  role  during  museum  visits.  Students  who  

visit  the  museum  with  their  class  and  teacher  are  in  a  familiar  social  setting,  which  

certainly   influences   their   experience   and   can   have   a   positive   impact   on   their  

learning.   There   is   no   question   whether   social   interaction   will   take   place   when   a  

school   group   visits   a  museum.   As   Adams,   Luke   and  Moussouri   (2004)   put   it   quite  

frankly:  

Most   people   visit   museums   in   groups,   either   with   family   or   friends.   They   clearly  want  to  share,  and  will  approach  the  museum  as  a  social  experience  whether  or  not  you  plan  for  it.  (p.  166)  

The  challenge  is  to  facilitate  meaningful  interaction  that  revolves  around  the  subject  

matter.   Encouraging   students   to   collaborate   with   each   other   in   the   museum   and  

engaging   them   in   conversation   about  what   they   are   seeing  makes   the   experience  

more  memorable  and  the  learning  process  more  valuable  (Falk & Dierking, 2000).  

One   element   of   social   interaction   is   conversation,   which   has   been   identified   as   a  

powerful  driver  of  learning  in  museum  environments  by  several  studies  (Leinhardt &

Crowley, 2002; Walker, 2008).  Explaining  something  to  someone  else  or  discussing  an  

object  at  the  museum  makes  the  experience  more  memorable.  The  sole  verbalization  

of  thoughts  seems  to  have  an  effect  on  the  learning  process  because  in  order  to  put  

them  into  words  students  need  to  organize  their  mental  concepts  (van Boxtel, 2000;

Saab, van, & A., 2005).   It   is   therefore  supportive  of   the   learning  process   to  engage  

the  students  in  discussions  about  the  objects  or  the  concepts  to  be  learnt.  

The   objects   displayed   in   a   museum   can   become   the   heart   of   social   interaction   if  

experiences   are   designed   accordingly.   Leinhardt   and   Crowley   studied   how  

conversations  around  artefacts  mediate  learning  and  they  suggested  that  the  objects  

“create  nodes  around  which  existing  knowledge  can  be  restructured  and  into  which  

new  knowledge  can  be  integrated.”  (2002,  p.  11)  

Collaboration   with   their   peers   is   not   the   only   important   aspect   of   the   learning  

experience,  since  students  can  also  benefit   from  the   interaction  with  museum  staff  

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and   teachers.   The   concept   of   the   social   quality   of   learning   was   established   by  

Vygotsky   (1978)   who   pointed   out   that   social   mediation   plays   a   crucial   role   when  

constructing  new  knowledge:  Through   the   interaction  with  a  more  knowledgeable  

person,  students  learn  to  achieve  things  that  they  are  not  able  to  do  individually  yet.  

Vygotsky’s  concept  of  the  ‘zone  of  proximal  development’  was  adopted  by  museum  

educators   and  many   researchers   emphasised   the   important   role   of   ‘scaffolding’   in  

learning   processes   (Black, 2005).   While   social   mediation   certainly   plays   a   role   in  

successful  education,   it   is  not  so  much  a   transmitting  of  knowledge  with  a  passive  

receiving  learner,  but  more  of  a  construction  of  new  knowledge  in  dialogue  with  the  

mediator.   According   to   constructivist   theories,   it   is   not   possible   to   transmit  

someone’s   ideas  and  concepts  as   isolated  units  of  knowledge  to  someone  else.  The  

learners   will   always   build   them   into   their   pre-­‐existing   mental   concepts   and  

therefore  construct  their  own  version  of  new  knowledge  –  but  the  social  interaction  

supports  this  process.    

Engaging   with   museum   objects   seems   to   be   enriched   through   social   interaction.  

Packer  and  Ballantyne  (2005)  found  that  visitors  who  came  in  pairs  “spent  a  greater  

proportion   of   time   actively   engaged”   (p.   183).   They   argue   that   people   are   more  

likely   to   engage   in   certain   behaviours   if   they   have   a   companion.   When   giving  

instructions   for   the   interaction   with   artefacts,   it   is   therefore   advisable   to   have  

students  act  in  pairs  or  groups  because  they  will  be  more  comfortable  and  the  social  

interaction  can  elicit  a  more  creative  engagement.    

Since   not   every   artefact   automatically   provokes   discussion   among   visitors,   Simon  

(2010)   suggested   that   strategies   should   be   employed   to   turn   them   into   social  

objects.  According  to  her,  this  can  be  done  in  several  ways.  The  following  three  are  

very  relevant  for  museum  educators  designing  activities  for  school  groups:  

Asking  visitors  questions  and  prompting  them  to  share  their  reactions  to  the  objects  on  display  [...]  

Giving   visitors   clear   instructions   on   how   to   engage   with   each   other   around   the  object  […]  

Offering  visitors  ways  to  share  objects  either  physically  or  virtually  by  sending  them  to  friends  and  family  (p.  138)  

Asking  questions  is  a  good  way  of  giving  the  visitors  something  to  ponder  and  a  way  

to  connect  with  an  object  without  burdening  them  with  extensive  accounts  of  factual  

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knowledge.  It  is  not  the  museum’s  authority  to  tell  them  what  to  think  but  they  are  

invited  to  add  their  voice  to  the  conversation.  Especially  for  children,  who  probably  

do   not   have   a   lot   of   expert   knowledge   on   the   subject,   it   is   important   to   ask   them  

questions   that   are   not   out   of   their   reach.   Simon   suggests   asking   either   personal  

questions  –  because  everyone  can  say  something  about  themselves  –  or  speculative  

questions  that  challenge  the  imagination.  In  both  cases,  wrong  answers  do  not  exist,  

so   this   encourages   participation.   Language   is   a   powerful   tool   for   thinking   and  

learning  if  it  is  used  in  the  right  way.  Continuous  talk  certainly  does  not  necessarily  

mean   acquisition   of   knowledge   but   evoking   relevant   discussions   will   support   the  

learning  process  and  make  experiences  more  memorable.  

Simon   (2010)  mentions   sharing   as   a   powerful   tool   to   enhance   interaction   and   the  

learning   processes;   “sharing   content   helps   people   learn.”   (p.   173)   In   a   museum-­‐

learning  context  this   is  not  only  about  sharing  the  experience  with  fellow  students  

by  discussion,  discovering  things  and  pointing  them  out  to  a  friend.  It  is  also  about  

creating   something   during   that   experience   that   can   be   shared  with   someone   else  

who   did   not   participate   (Bransford, Brown, & Cocking, 2000).   Looking   at   the  

popularity   of   social  media,   it   becomes   apparent   that   people   are   passionate   about  

sharing  their  experiences,  their  thoughts,  their  accomplishments  –  their  whole  life  –  

with   other   people.   Creating   something   to   be   shared   at   a   museum   gives   a   whole  

second  level  of  meaning  to  the  activity:  not  only  does  the  process  have  an  impact  on  

the   learners   themselves,  but   it  also  adds  a  social  component.  Through  sharing,   the  

individual  learner  can  possibly  contribute  to  the  learning  of  others,  and  therefore  to  

a  greater  good,  as  well.  

Learners  of  all   ages  are  more  motivated  when   they  can  see   the  usefulness  of  what  they  are  learning  and  when  they  can  use  that  information  to  do  something  that  has  an   impact   on   others—especially   their   local   community.   (Bransford,   Brown,   &  Cocking,  2000,  p.  61)  

A   physical   outcome   of   a   learning   experience   is   therefore   not   only   important   to  

teachers   for   evaluation  purposes  but   also   for   students  who  are   enthusiastic   about  

showing  other  people  what  they  have  done.  Having  physical  evidence  of  a  museum  

experience  helps  extend   the   learning  process  beyond   the  museum  context.   It   is  an  

object  of  memory  that  can  help  the  students  to  reconstruct  their  cognitive  processes  

during   their   learning  experience  and  manifest   them  by  explaining   to  others.  There  

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are  different  ways  of  content  creation  during  museum  visits  and  digital  technologies  

can  play  a  major  role,  which  will  be  addressed  in  chapter  2.5.  

Another  social   interaction  relevant   for   school  group  museum  visits   is   competition.  

Many   educational   activities   designed   for   class   trips   involve   a   game-­‐like   character,  

where  students  or  groups  of  students  compete  against  each  other.  The  games  do  not  

need   to   be   explicitly   designed   as   a   competition   for   the   students   to   get   a   sense   of  

rivalry.   While   competition   does   influence   the   motivation   of   students   to   perform  

better,   this  has  shown  to  be  more  of  a  performance  under  pressure  rather   than  of  

intrinsic  motivation   and   therefore   produces   less   creative   results   (Apiola, Lattu, &

Pasanen, 2012).   Especially   if   competitions   are   linked   to   time   constraints,   students  

tend   to   rush   through   the   exhibitions   to   complete   all   the   tasks  without   taking   the  

time  to  explore  and  engage  with  artefacts.    

2.4 Learning  from  museum  objects  As  established  in  the  previous  chapters,  schools  and  museums  do  not  have  the  same  

educational   role;   in   fact,   ideally,   they   take   on   complementary   roles.   Consequently,  

one   should   not   expect   the   same   learning   processes   and   outcomes   in   a   museum  

context.  The  question  that  needs  to  be  answered  then  is:  What  exactly  are  students  

supposed   to   take  away   from  a  museum  visit  and  how  are   these   impacts  achieved?  

The   following   section  will   explore   the   possibilities   of   object-­‐centred   learning   and  

discuss   ways   of   guiding   aesthetic   experiences   and   interpretive   behaviours   in   a  

museum  setting.  

Framing  a  meaningful  experience  for  students  in  art  or  cultural  history  museums  is  

not  an  easy  task.  In  collection-­‐based  museums,  the  objects  are  the  main  assets  that  

drive   learning   experiences.   While   it   seems   fairly   obvious   that   visitors   go   to   a  

museum  with  an  art,  ethnographic  or  cultural  history  collection  in  order  to   look  at  

the  displayed  objects,  there  has  been  a  lot  of  debate  about  the  role  of  the  objects  in  

learning.   What   benefit   can   come   from   simply   looking   at   different   artefacts   –  

especially   for   young   visitors   who   usually   do   not   have   any   specific   previous  

knowledge  to  make  sense  of  the  objects?    

Museums   that   exhibit   cultural   artefacts   have   the   responsibility   to   preserve   them,  

which  usually  implies  a  “Please  do  not  touch”  policy  and  the  displayed  artefacts  are  

neither  interactive  nor  easily  accessible.  The  displays  in  a  Science  or  Natural  History  

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museum   are   usually  more   compelling   for   children,   especially  when   they   relate   to  

objects   or   animals   that   the   students   know   from   their   personal   lives.   Children   are  

generally  curious  about  the  phenomena  in  their  familiar  environment  but  artworks  

or  ethnographic  objects  are  usually  not  a  part  of  their  personal  context.  Thus,  how  

can  students  get  “hooked”  by  paintings,  sculptures  or  cultural  artefacts  and  what  can  

they  learn  from  them?  Memorizing  dates,  names  and  classifications  as  they  can  often  

be   found   on   the   object   labels   doesn’t   seem   to   be   a   very   fruitful   approach.   On   the  

contrary,  Duke  points  out  that  if    

people   who   have   not   spent   much   time   looking   at   art   and   thinking   about   its  meanings—are   given   art   information,   it   tends   not   to   be   very   useful   to   them.  They  may  find  it  uninteresting  and  have  trouble  remembering  it  […]  (p.  274).  

A   persistent   conviction,   especially   in   art  museums,   has   been   that  museum  objects  

“speak  for  themselves”,  meaning  that  interpretive  material  is  more  disruptive  rather  

than   beneficial   for   the   encounter   with   an   authentic   artefact.   According   to   the  

advocates   of   this   standpoint,   visitors   are   supposed   to   have   unbiased   aesthetic   or  

numinous  experiences  with  the  displayed  objects,  entering  into  a  state  of  “flow”.    

A  changed  perception  of  the  museums’  educational  role  and  the  effort  of  becoming  

more   visitor-­‐centred   also   brought   the   realisation   that   especially   museum   visitors  

who  have  previous  knowledge  needed  context   information   in  order   to  understand  

and   connect  with   objects   displayed   in   a   gallery.   Besides   for  wall   texts   and   object  

labels,  other  interpretive  media  like  audio  or  multimedia  guides,  interactive  kiosks,  

etc.   have   become   more   common   in   the   museum   space.   Critics   of   the   wealth   of  

interpretive  media  say  that  visitors  get  overloaded  with  factual   information,  which  

prevents   them   from  actually   directly   engaging  with   the   artefacts.  Rather   than   just  

providing   information,   educators   suggest   encouraging   meaning   making   and   the  

active  construction  of  knowledge  and  understanding  by  the  visitors.  This  goes  hand-­‐

in-­‐hand  with   a   new   understanding   of   learning,  which   in   the   last   decades   is   being  

regarded  “as  much  more  than  the  acquisition  of  a  body  of  knowledge”  and  therefore  

encourages   “learning   from   objects   rather   than   simply   learning   about   them”  

(Hawkey, 2004).  

For   Leinhardt   and   Crowley   (2002),   the   potential   of   object-­‐centred   learning   is   to  

regard  artefacts  as  examples.  Objects  can   illustrate  a   topic  or  a  concept  and  evoke  

immediate   understanding   for   some   aspects   that   verbal   descriptions  would   not   be  

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able  to  explain  sufficiently.  Seeing  several  examples  of  paintings  of  a  certain  period,  

for   example,   gives   a   better   understanding   of   the   style,   the   themes   or   the   colour  

palette  characteristic   for   this  period   than  verbal  explanations  ever  could.  Learning  

from   these   “examples”   is   particularly   powerful   if   there   is   a   range   of   objects   to  

explore,  in  order  to  discover  differences  and  similarities.    

Following  the  principles  of  constructivist  learning  theories,  most  museum  educators  

now   agree   that   learning   from   artefacts   should   involve   active   meaning   making,  

training  interpretive  skills,  inquiry  learning  or  some  other  form  of  engagement  that  

requires  the  learners  to  actively  construct  knowledge  from  museum  objects.  These  

constructivist   learning   theories  are  especially  appropriate   for  practical   application  

in  cultural  museums.  Cultural  artefacts  do  not  have  one  meaning,  and   they  always  

allow  for  more  than  one   interpretation;  therefore  designing   learning  activities  that  

encourage  students  to  construct  their  personal  meaning  of  an  object  is  very  suitable  

because   it   does   not   suggest   that   there   is   one   truth   “out   there”   that   has   to   be  

accepted.  

Several   educators   suggest   inquiry   learning   as   a   strategy   to   make   learners   “think  

about   and   build   on   prior   knowledge   and   construct   new  meanings”   (Villeneuve   &  

Rowson  Love,  2007,  p.  202).  In  the  best  case,  it  stimulates  social  interaction  as  well  

by   arousing   discussion   about   an   artefact,   which   ultimately   supports   learning.  

Inquiry  learning  is  based  on  asking  questions  about  artefacts  in  order  to  investigate  

their   meanings   and   context.   Hubard   (2011)   distinguishes   between   factual   and  

interpretive   inquiry,   the   former   being   concerned   with   the   technical   side   of   the  

creation  process  and  the  latter  with  the  interpretation  of  the  meaning  of  an  artefact.  

This  approach  is  in  line  with  the  postulate  that  the  instructor  should  be  a  facilitator  

of   knowledge   construction   rather   than   an   interpreter   (Andresen,   Boud,   &   Cohen,  

2000;   Kisiel,   2006).   By   asking   questions   the   educator   can   direct   the   students’  

attention  and  make  them  think  about  and  formulate  their  own  personal  views  on  an  

artefact.  This  way,  in  order  to  make  artefacts  accessible,  rather  than  being  told  about  

them,   the  students  receive  an   impulse  as   to  what  to  do  with   the  object.  Suggesting  

ways  of  interaction,  asking  questions  that  make  visitors  look  at  and  think  about  an  

artefact,  provokes  more  mental  engagement.  

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It   is  not  only   the  observation  and   interpretation  skills   that  get   trained  by  meaning  

making  activities.  Aside  from  looking  at  objects,  the  students  are  required  to  express  

their   thoughts   verbally.   As   established   in   previous   chapters,   conversation   is   a  

powerful  tool  for  learning.  Talking  about  museum  objects,  describing  their  features,  

trying   to   express   their   impressions   by   maybe   using   newly   acquired   terms   helps

“students  not  only  to  develop  their  perception  but  also  to  develop  their  language  for  

talking  about  that  perception”  (Ritchhart,  Church,  &  Morrison,  2011,  p.  147).

One   advocate   of   the   standpoint   that   people   can   acquire   crucial   skills   from   the  

interaction   with   artefacts   is   Abigail   Housen   (2002),   whose   theory   of   aesthetic  

development,  which  was  developed  in  the  1970s,  gave  way  to  the  method  of  visual  

thinking   strategies   (Visual Understanding in Education, 2012).   According   to  Housen,  

there  are   five   stages  of   aesthetic  development,  which  determine   the  way  a  person  

interprets  a  work  of  art.  While   inexperienced  viewers  mostly  draw  connections   to  

their  personal  life  and  experience,  in  the  second  stage,  they  start  to  judge  what  is  of  

value  based  on  their  perception  of  reality,  before   they  begin  categorizing  works   in  

the  classifications  of  art  historians   in   the   third  stage.  More  expert  viewers  start   to  

interpret   and   look   for   meaning   in   artworks,   before   they   enter   the   fifth   stage   of  

development,   where   they   “know   the   ecology   of   a   work—its   time,   its   history,   its  

questions,   its   travels,   its   intricacies”   (Housen,   2002,   p.   127).   According   to   this  

theory,  everyone  who  starts  engaging  with  artworks  has  to  go  through  all  the  stages  

of  aesthetic  development  before   they  can  become  an  expert  viewer,  which  doesn’t  

mean  that  everyone  necessarily  will  reach  the  forth  or  fifth  stage.  This  explains  why  

inexperienced  viewers  are  often  not  able  to  relate  to  the  (art-­‐)  historical  information  

provided  by  the  museum  because  they  need  to  develop  skills  for  looking  at  art  first.  

Housen  also  studied  the  transferability  of  critical  thinking  skills  acquired  through  art  

educational   sessions   based   on   her   visual   thinking   strategies   approach.   In   these  

sessions,   students   are   involved   in   group-­‐discussions   about   a   specific   artwork.  The  

discussion  is  based  on  three  simple  successive  questions:  “‘What  is  going  on  here?’,  

‘What  do  you  see  that  makes  you  say  that?’,  and  ‘What  more  can  you  find?’”  (p.  100)  

These  questions  make  the  students  look  at  the  artwork  closely  trying  to  understand  

what   it   is   about.   No   answer   is   wrong   but   for   every   statement   they   make,   the  

students  have  to  look  for  supporting  visual  evidence  in  the  object.  Over  the  years  of  

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research,   Housen   and   other   researchers   have   found   evidence   that   these   sessions  

improve  students’  interpretational  and  critical  thinking  skills.    

Housen   is   not   the   only   one   who   thinks   that   providing   aesthetic   experiences   and  

training   the   eye   for   looking   at   objects   is   a   valuable   agenda   for   cultural  museums.  

Luke  and  Knutson  (2010)  argue  that  through  meaning  making  “life-­‐based  skills”  like  

“problem-­‐solving  and  critical  thinking”  (p.  232)  are  gained.  These  skills  are  not  only  

required   in   the   art   field   but   observation   and   critical   thinking   can   be   successfully  

transferred  to  any  domain:  

[T]he  types  of  thinking  people  do  when  they  look  for  meaning  in  art  may  be  similar  to   the   ways   people   think   about   complex,   dense,   and   ambiguous   ‘‘data   sets’’   in   a  scientific  domain.  (Duke,  2010,  p.  273)  

One   can   never   control   exactly   what   and   how   children   will   learn   during   their  

experience  in  the  museum.  Sometimes  the  actual  learning  might  occur  months  after  

the   visit,   triggered   through   a   different   experience   that   brings   the   things   seen   or  

heard  at  the  museum  back  to  mind,  putting  them  in  a  different  light,  causing  a  new  

understanding  or  a  new  meaning.  One  can,  however,  try  to  design  experiences  in  a  

way  that  allow  for  many  different  people  to  learn  many  different  things.    

It   is   important   to   keep   in   mind   that   learning   at   the   museum   is   not   the   same   as  

learning   in   school.   The   affordances   of   a   museum   are   different   and   according   to  

research,  “mirroring  school-­‐type  behaviors”  (Griffin,  1997,  p.  765)  can  be  harmful  to  

the   learning   experience.   Over-­‐structuring   the   visit   and   focusing   too   much   on   the  

completion  of   tasks   instead  of  on  exploration  and  meaning  making   is  perceived  as  

constraining  by  the  students,  and  it  hinders  their  curiosity  for  finding  out  more.  

In  school,  the  completing  of  tasks  is  usually  linked  to  finding  the  right  answers  and  

the  evaluation  is  based  on  how  many  mistakes  have  been  made.  This  paradigm  is  not  

very   suitable   for   learning   in   museums,   especially   in   cultural   museums,   where  

learning   is  more   about   interpretation   and   a   critical   approach   towards   the   objects  

and   the   concepts   they   represent,   and   not   about   finding   one   right   answer.     (Duke,

2010)   As   Duke   (2010)   puts   it   in   the   title   of   her   article:   “It’s   an   experience,   not   a  

lesson”  and  the  learning  agenda  should  account  for  that.  

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2.5 Digital  technologies  and  the  gallery  experience  Taking   into   consideration   the   previously   discussed   research   this   chapter   will  

explore  the  potential  that  digital  technologies  have  in  augmenting  the  experience  of  

school  groups  in  cultural  museums  using  examples  of  projects  in  this  field.    

Technologies  have  found  their  way  into  the  museum  world  during  the  second  half  of  

the  20th  century  and  have  since  been  used  for  a  variety  of  tasks  in  this  context.  They  

support  the  management  of  the  museums’  collection  and  knowledge,  drive  forward  

digitisation  and  the  sharing  of  information  online  and  more  recently,  they  promote  

the  participation  and  engagement  of  the  public  both  online  and  on  site.    

 Figure  3  -­‐  Scope  of  the  study  (adapted  from  Hawkey  (2004))  

As   can   be   seen   in   Figure   3,   the   scope   of   this   study   is   focused   on   technologies   for  

learning   on   site,   more   specifically,   portable   digital   technologies   that   enhance   the  

gallery   activities   of   visiting   school   groups.   The   focus   on   portable   technologies  

originates  from  the  belief  that  an  important  aspect  of  school  excursions  to  museums  

(especially  collection-­‐based  museums)  is  the  exploration  of  the  galleries  and  getting  

in   contact  with  original   artefacts.  While   fixed   interactive   installations   and  didactic  

terminals  can  have  a  valuable  contribution  to  the  learning  process  in  many  contexts,  

they  are  less  significant  to  the  purpose  of  this  study.    

This   study   does   not   focus   on   one   specific   technology;   so   all   digital   tools   that   are  

portable  and  can  be  used  for  educational  activities  in  a  gallery  setting  are  relevant.  

Decisive   for   the   success   of   digital   learning   in  museums   is   not   the   question,  which  

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technology  is  used  but  rather,  how  it  is  being  used.  Portable  or  mobile  technologies  

in  this  context  can  be  any  digital  device  that  can  be  carried  around  in  the  gallery  by  

the  students.  The  role  of  the  technology  in  the  learning  process  can  be  diverse:  They  

can  provide  guidance,  orientation,  context  information  and  tasks  or  they  can  be  used  

as  a  tool  for  documenting,  sharing,  communicating,  creating  content,  etc.    

The   following   section   will   summarize   the   most   important   themes   relevant   for  

successful   integration   of   digital   technologies   in   a   museum   setting   and   illustrate  

challenges  and  opportunities  using  example  projects  that  have  been  implemented  in  

the   past.   Although   this   study   is   concerned   with   technologies   in   collection-­‐based,  

cultural   museums,   examples   of   projects   in   science   or   other   museums   will   be  

presented  where  appropriate  and  relevant (Schwabe, Göth, & Frohberg, 2005).  

2.5.1 From  content  delivery  to  content  construction  The  first  portable  technology  for  learning  to  find  its  way  into  museum  galleries  was  

the   audio   guide,   which   is   still   popular   with   museum   visitors   today,   because   it  

provides   contextual   information  without   distracting   from   the   visual   experience   of  

the   artefacts   (Samis, 2008).   As   the   development   of   handheld   technologies  

progressed,   museums   started   to   integrate   multimedia   content   in   their   tours   and  

more  recently,   they  began  offering  mobile  applications   for  visitors  to  download  on  

their  own  devices.  In  many  cases,  these  technologies  are  used  to  provide  contextual  

and  interpretive  information  to  the  audience.  Although  content  delivery  has  become  

increasingly  more   sophisticated   over   the   years,   involving   wireless   connections   to  

the   museum’s   database,   context-­‐aware   systems   or   customized   visitor   profiling  

(Rudman, Sharples, Lonsdale, Vavoula, & Meek, 2008),   the   learners   still   keep   their  

passive  role  unless  the  tools  are  used  for  other  activities  as  well.  

Certainly,  there  are  good  examples  of  pure  content  delivery,  however,  in  the  context  

of   school   visits   to   a   museum,   this   is   not   the   right   approach.   As   established   in  

previous  chapters,  the  educational  gallery  activities  for  school  groups  are  supposed  

to   encourage   the   learners   to   be   active,   to   engage   in  meaning  making   and   interact  

with   the   artefacts.   Pure   content  delivery   tools   are  not   ideal   for   an   experience   like  

that.    

Frohberg,   Göth   and   Schwabe   (2009)   created   a   scale   from   1   to   5,   in   order   to  

categorize  the  use  of  digital  technologies  in  mobile  learning  projects,  in  terms  of  how  

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they   engage   the   learner   (see   Figure   4)   On   the   low   end   of   the   scale   is   “content  

delivery”  without  any  active   involvement  of   the   learner.  The  other  end   is   “content  

construction”,  where  the   learners  are  active  and  creative,  which  “leads  to  a  deeper  

understanding   and   knowledge   becomes   applicable”.   (p.   315)   Digital   learning  

projects   that   focus   only   on   content   delivery   are   valued   quite   poorly   because   they  

ignore  the  potential  of  digital  technologies  to  involve  the  learner  actively.    

 

Figure  4  -­‐  From  content  delivery  to  content  construction  (adapted  from  Frohberg  et  al.  (2009))  

As  can  be  seen  in  Figure  4,  projects  towards  the  high  end  of  the  scale  become  more  

based  on  situated  learning,  meaning  that  the  focus  of  the  learners  is  directed  to  their  

environment,   i.e.   the  gallery  and   the  objects   rather   than   the  device   itself.  The  way  

that   learning   activities   are   designed   and   how   they   make   use   of   the   tools’  

functionalities  plays  a   crucial   role   in  determining  how  much  engagement  with   the  

objects  actually  takes  place.  Especially  when  mobile  devices  are  only  used  to  deliver  

content,   there   is  a  danger   that   the   focus  of   the  students   is  directed  away   from  the  

artefacts.   Instead,   the   functionalities   of   the   devices   should   be   used   to   connect   the  

learners  with  the  objects  and  to  evoke  their  active  engagement.  

Despite   the   critics   of   pure   content   delivery,   Walker   (2008)   found   that   especially  

visitors  with  little  previous  knowledge  require  at  least  some  contextual  information  

about   an   artefact   in   order   to   be   able   to   engage   with   it.   Using   tools   for   content  

delivery  therefore  is  not  generally  wrong,  and  combined  with  other  activities,  it  can  

actually  be  very  beneficial  for  the  learning  experience.  

Using   the   interactive   features   of   mobile   devices   can   help   in   the   designing   of  

educational  activities  in  the  stimulus-­‐response  domain  (Patten, Arnedillo Sánchez, &

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Tangney, 2006).  Letting  users  interact  with  the  device  and  providing  feedback  elicits  

a  more  motivating  and  enjoyable  engagement  than  pure  content  delivery.  However,  

it  keeps  the  focus  of  the  learner  on  the  device  itself.  This  kind  of  learning  activities  

corresponds  to  category  2  on  Frohberg  et  al.’s  scale.  The  learner  is  more  active  than  

with  pure  content  delivery  but  learning  is  usually  not  situated,  i.e.   it  does  not  elicit  

engagement  with  the  environment  or  the  museum  exhibits  in  this  case.  

Many  mobile  learning  projects  in  the  museum  environment  that  fall  in  the  categories  

between   3-­‐5   on   Frohberg   et   al.’s   scale,   use   the   functionalities   of   devices   for  

bookmarking,  collecting  data  or  creating  content.  

The   goal   of   bookmarking   and   collecting   data   in   museums   is   mainly   to   record  

information   for   revision   after   the   visit.   Different   mobile   devices   offer   different  

possibilities   for   data   collection,   such   as   taking   pictures,   voice   recording,   QR   code  

reading,   etc.   Data   collection   activities   for   school   groups   often   have   a   game-­‐like  

structure,  where  students  have  to  collect  certain  objects  or  information  about  them.  

For   the   success   of   educational   collection   activities,   it   is   crucial   that   the   students  

actually   engage  with   the   objects   or   the   collected   content,  which   is   not   always   the  

case  as  the  following  example  demonstrates:  

O’Hara   et   al.   (2007)   studied   a   mobile   activity   in   the   London   Zoo,   where   visitors  

collect  location-­‐based  content  using  camera  phones  and  2D  barcodes.  The  gathered  

content  is  both  stored  on  the  phone  for  review  during  the  visit  as  well  as  in  an  online  

collection.  This  kind  of  collecting  activity  seems  to  create  a  sense  of  ownership  and  

elicit   competitive   behaviours.   The   fact   that   the   collection   can   be   accessed   online  

after  the  visit  extends  the  learning  experience  and  the  collected  content  can  serve  as  

“a   kind   of   souvenir”   (p.   40).   However,   it   is   questionable   how   much   the   visitors  

actively  engage  with  the  educational  content  of  this  activity.  After  they  scanned  the  

barcode,  they  collected  the  item  and  their  task  was  completed.  In  fact,  O’Hara  et  al.  

discovered   that   visitors   engaged   with   significantly   less   content   items   than   they  

collected.  Especially  in  a  museum  environment,  where  the  interaction  with  artefacts  

is   desirable,   this   kind  of   activity  design  would  probably  not  be   very   effective.  The  

activity  should  account  for  some  kind  of  incentive  to  actually  engage  with  the  objects  

and  the  content  provided.    

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The   following   two   examples  MuseumScouts   and  MyArtSpace   both   incorporate   an  

incentive   for   the   students   to   actually   engage  with   the   collected   data   by   including  

post-­‐visit   activities.   Wishart   and   Triggs   (2010)   evaluated   the   outcomes   of  

MuseumScouts,  a  mobile  learning  project,  where  students  have  to  research  museum  

objects  by  collecting  data  in  the  galleries,  which  they  then  use  to  create  multimedia  

presentations   of   their   findings.   The   benefits   of   this   activity   turned   out   to   be  

manifold:  Aside  from  gaining  knowledge,  the  students  showed  and  improved  ability  

to  retrieve  and  organize  data.  Wishart  and  Triggs  associated  the  positive  outcomes  

with  “the  authentic  and  purposeful  nature  of  the  tasks”  (p.  676).    

The  same  was  found  for  the  project  MyArtSpace  (Vavoula, Sharples, Rudman, Meek, &

Lonsdale, 2009).   In  an  effort   to  bridge   the  gap  between  schools  and  museums,   this  

project   has   been   introduced   in   three   museums.   The   activity   also   focuses   on   the  

collection   of   objects   and   content   during   the   museum   visit   in   order   to   answer   a  

general  question  that   is  posed  to  the  students  before  the  excursion.  This  project   is  

another   example   of   an   activity   based   on   collecting,   which   also   requires   active  

engagement  with  the  content.  The  students  are  collecting  items  with  the  purpose  of  

answering   a   question,   which   means   that   they   have   to   understand   the   object’s  

meaning  in  order  to  know  if  it  is  relevant  or  not.  They  can  take  pictures,  take  notes  

or  record  sound,  all  of  which  they  can  use  in  a  post-­‐visit  session  to  create  “galleries”,  

using   a   simple   presentation   tool.   The   evaluation   showed   that   this   activity   made  

students   engage  with   the   objects   and  with   their   peers.   For   the   full   success   of   this  

activity,  however,  the  involvement  of  the  teacher  is  crucial,   in  order  to  prepare  the  

students  before  the  visit  and  to  engage  them  in  post-­‐visit  activities  using  their  online  

collections.    

Both  projects,  MyArtSpace  and  MuseumScouts,  allow  not  only  for  data  collection  but  

also   for   content   creation.   In   comparison   to   the   London   Zoo   project,   this   seems   to  

elicit  more  engagement  with  the  exhibits  and  the  collected  content  and  is,  therefore,  

more  beneficial  for  learning  purposes  than  is  pure  data  collection.    

The   concern   that  digital   technologies   in  a  museum  setting   can  be  distracting   from  

the   displayed   objects   has   to   be   taken   seriously.   Even   in   projects   that   are   very  

complex  and  well  thought  through,  the  engagement  with  artefacts  is  a  critical  factor,  

as  shown  in  a  study  of  the  educational  activity  Mystery  in  the  Museum  designed  for  

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the  Museum   of   Dionysios   Solomos.   The   activity   involved   handheld   devices,  which  

were  used   to   solve  a  mystery   in   the  museum.  The   students  had   to   collect   clues   in  

different  parts  of   the  museum  and  collaborate  with  other  groups   in  order   to  solve  

the  mystery.  The  concluding  concern  of  the  evaluation  was  the  following:  

A  possible  drawback  of   the  proposed  activity   is   related   to   the   fact   that  we  may  be  building   a   tour   oriented   to   the   PDA   instead   of   the   museum,   so   that   it   could   be  possible  that  visitors  interact  more  with  the  handheld  devices  than  with  the  exhibits.  (Simarro  Cabrera,  et  al.,  2005,  p.  318)  

This   shows   that   even   if   educational   activities   provoke   active   involvement   of   the  

learners   and   integrate   information   about   the   exhibits,   it   does   not   mean   that   the  

students  will   engage  with   the   artefacts.   In   this   case,   it   is   probably   because   of   the  

complexity  of  the  activity  and  the  fact  that  the  fulfilment  of  the  tasks  relies  heavily  

on   the   handheld   device   that   it   becomes   the   centre   of   attention.   Especially   when  

technologies   have   a   lot   of   functionalities,   it   is   a   challenge   to   keep   educational  

activities  simple  (Patten, Arnedillo Sánchez, & Tangney, 2006).  Not  everything  that  is  

possible  to  do  with  a  device  is  also  educationally  valuable.  

In   order   to   avoid   the   distractive   nature   of   digital   tools,   Hall   and   Bannon   (2006)  

suggest   to   use   the  mobile   devices   in  museum   learning   “as   augmentation   tool:   the  

technology   should   be   easy   to   use   and   unobtrusive,   effectively   supporting  

collaboration  and  interaction.”  (p.  233)    

Content  creation  can  be  applied  successfully  in  cultural  museums  while  pursuing  the  

goal  of  meaning  making,  training  of  interpretation  and  critical  thinking  in  the  sense  

of  Housen’s  method  mediated  by  digital   technology.  Giving  the   learners  a  voice  for  

“questioning,   observation,   association,   speculation,   evidential   reasoning,   and  

conclusion   forming”   (Hubard,   2011,   p.   176)   outside   of   restricting   right-­‐or-­‐wrong-­‐

paradigms   is   an   important   aim   for   museum   education.   In   addition,   this   can   be  

supported  by  digital   technologies,   as  Hall   and  Bannon   (2006)   have   shown.   In   their  

ubiquitous   computing   project,   they   gave   students   the   possibility   to   record   videos  

giving   their   personal   view   on   the   exhibition,   which   turned   out   to   be   a   successful  

approach  to  turn  students  into  active  interpreters.  The  aspect  that  Hall  and  Bannon  

consider  most   important   for   digital   learning   in  museums   is   the   active   role   of   the  

learner:   „[...]   children   should   be   actively   interpreting   material   culture   for  

themselves,  rather  than  passive  and  voiceless“  (2006,  p.  233).  

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With   the   progressing   of   mobile   technologies   the   possibilities   for   both   content  

creation  in  situ  and  post-­‐visit  activities  become  more  diverse  as  well  (Rogers & Price,

2009).  Collecting  or  creating  a  variety  of  content  is  particularly  valuable  for  visits  of  

school  groups  because  it  has  been  shown  in  research  that  post-­‐visit  activities  have  a  

positive   effect   on   students’   learning   (Anderson, Lucas, Ginns, & Dierking, 2000;

DeWitt & Storksdieck, 2008).   The   content   created   or   collected   at   the  museum   can  

drive  these  post-­‐visit  activities  and  therefore  contribute  to  the  educational  value  of  

the  museum  visit.    

However,  digital  technologies  do  not  have  to  be  complex  in  order  to  engage  visitors  

with  the  museum  exhibits.  Digital  cameras,  for  example,  are  tools  that  are  frequently  

brought   to   the  museums   by   visitors.   Taking   pictures   is   an   activity   that   has   often  

been  incorporated  in  digital  museum  learning  and  it  has  usually  been  very  popular  

with   students   (Vavoula, Sharples, Rudman, Meek, & Lonsdale, 2009; Collins, Joiner,

White, & Braidley, 2011).  It  invites  them  to  be  active,  to  take  a  closer  look  at  an  object  

and  it  creates  a  souvenir  of  the  experience  that  can  be  looked  at,  edited  and  shared  

later  on.  However,  for  different  reasons,  the  use  of  cameras  is  often  discouraged  by  

museums.   Encouraging   the   use   of   cameras   in   the   galleries   means   encouraging  

sharing,  which  “makes  visitors  feel  greater  ownership  over  the  experience  and  feel  

like  the  institution  supports  rather  than  hinders  their  enthusiasm  about  the  content”  

(Simon,  2010,  p.  176).  

Moving   from   mobile   projects   based   on   content   delivery   towards   a   more  

participative   approach   goes   hand   in   hand   with   a   general   paradigm   shift   in   the  

museum  world:  

This  shift  of  focus  from  content  delivery  to  social  construction  reflects  a  societal  shift  in  digital  media  from  centralized  control  to  user-­‐generated  content  and  personalized  learning.  (Walker, 2008)  

This   trend,   together   with   the   constant   evolution   of   digital   technologies   and   a  

growing   experience  with  mobile   learning   allows   for  more  meaningful   educational  

activities   that   focus   on   active   and   enjoyable   learning   supported   by   technologies  

rather  than  on  translating  out-­‐dated  didactic  approaches  into  the  digital  realm.  

For  a  successful  implementation,  the  designers  of  educational  activities  should  resist  

the   temptation   to   use   mobile   devices   for   pure   content   delivery,   but   instead   they  

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should  use  it  for  directing  the  learners’  eyes  towards  the  artefacts  and  engaging  the  

students   in   active   meaning   making   As   mentioned   before,   the   museum   should   let  

visitors   add   their   own   voice   to   the   dialogue   instead   of   overloading   the   digital  

learning  activity  with  factual  content  and  then  evaluating  them “on  this  basis:  Did  the  

visitor  get  it?”  (Spock,  2004,  p.  370)    

2.5.2 Mobile  technologies  and  social  interaction    As   previously   established,   social   interactions   play   an   important   role   in   museum  

learning  (Falk & Dierking, 2000; Bransford, Brown, & Cocking, 2000).  The  benefit  of  

social   interaction   in  mobile   learning   is   twofold:   Collaborative   learning   can   “make  

more  knowledge  generation  possible,  and  further  encourage  active  participation  in  

the  learning  activity”  (Ryu  &  Parsons,  2012,  p.  708).  

An   early   project   on   social   mobile   learning   technology   in   a   museum   setting   was  

SottoVoce   (Grinter, Aoki, Szymanski, Thornton, Woodruff, & Hurst, 2002),   which  

extended  the   traditional  audio  guide   to  a  social  experience.  Pairs  of  visitors  would  

each   get   one   PDA  with   headphones   to   play   interpretive   audio   content.  Whenever  

one  of  the  two  visitors  was  not  playing  any  content  on  their  device,  the  PDA  would  

eavesdrop  and  automatically  play  the  content  the  partner  was  currently  listening  to.  

This   was   supposed   to   create   a   shared   experience   for   the   visitors,   but   since   the  

design   of   the   activity   is   clearly   pure   content   delivery,   and   therefore   inhibits  

conversation,   the   kind   of   social   interaction   taking   place   in   the  museum   is   not   the  

kind  proven  to  be  supportive  of  learning.    

A  major  concern  of  integrating  mobile  devices  into  learning  experiences  is  that  they  

inhibit  interaction  between  students.  In  fact,  research  has  shown  that  there  is  reason  

for  this  concern.  In  their  research  on  PDAs  in  galleries,  vom  Lehn  and  Heath  (2003)  

found   that   the   “design  of   the  PDA  undermines   the  emergence  of   opportunities   for  

social  interaction  between  visitors.”  (p.  11) They  argue  that  the  small  screen  and  the  

use  of  headphones   inhibit  people   to  engage  socially.   It   is   arguable  whether   it   is   in  

fact  the  design  of  the  device  that  discourages  interaction  or  the  design  of  the  activity,  

as  seen  also  in  the  SottoVoce  project.  

Hsi  (2003)  stated,  for  example,  that  in  projects  where  one  handheld  device  was  given  

to  each  participant,  the  students  interacted  more  with  the  device  in  their  hands  than  

with  their  peers.  This  does  not  mean,  however,  that  the  device  itself  is  obstructive  to  

  37  

social  interaction,  but  the  way  in  which  it  is  used:  Activities,  where  several  students  

have  to  share  one  device  are  more  successful  in  promoting  collaborative  behaviours  

(Rogers & Price, 2009; Walker, 2008).  When   designing   group   activities   however,   it  

seems  to  be  also  important  to  consider  that  the  dynamics  within  the  group  have  an  

influence  on  the  success  of  the  learning  experience.  Schwabe  et  al.  (2005)  found  that  

students’   learning   and   enjoyment   during  mobile   activities   is   stronger  when   there  

are   two   or   three   children   in   one   group   than   when   there   are   more.   Too   many  

students   sharing   one   device   is   discouraging   and   causes   more   conflict   than  

constructive  collaboration.  

The   potential   of   mobile   technologies   for   encouraging   collaborative   and   social  

learning  has  been  reported  in  several  studies.  Cahill,  Kuhn,  Schmoll,  Lo,  McNally  and  

Quintana  (2011)  designed  a  learning  activity  for  the  Natural  History  Museum  of  the  

University  of  Michigan,  where  students  used  handheld  devices  to  collect  data  in  the  

galleries  in  order  to  answer  questions.  In  the  evaluation  of  this  activity,  Cahill  et  al.  

(2011)  compared  the  use  of  worksheets  to  the  use  of  mobile  devices  for  this  activity.  

They   found   that   the   use   of   the   handheld   devices   evoked   significantly  more   social  

interaction   than   the  use  of  worksheets,  both   in   terms  of  discussion  and  sharing  of  

data  and  interpretations.    

Social   interaction   is   not   limited   to   conversation   and   collaboration   in   the   galleries,  

since   sharing   also   contributes   to   the   value   of   a   mobile   learning   experience.   The  

trend  towards  content  creation  in  museums  discussed  in  the  previous  chapter  opens  

up  new  ways   for   the   visitors   to   share   their   experiences   as  well.   In   times   of   social  

media   and   content   sharing   sites,   this   is   almost   a   must-­‐have   feature   of   mobile  

activities   (Rudman, Sharples, Lonsdale, Vavoula, & Meek, 2008; Tallon, 2008).  

Especially   when   students   can   share   self-­‐created   content   with   their   friends   or  

families,   this   has   been   found   to   elicit   “feelings   of   accomplishment   and   self-­‐

confidence.”  (Paris,  Yambor,  &  Wai-­‐Ling  Packard,  1998,  p.  271)  

Through  digital   devices,   it   is  possible   to   create   these   ‘souvenirs’   of   the   experience  

that  can  extend  the   learning  process  to  the  classroom  or  to  the  students’  homes.  A  

filled-­‐out   worksheet   is   not   the   kind   of   physical   outcome   of   an   excursion   that  

students   would   look   at   or   show   to   their   parents   after   their   visit.   Photographs,  

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videos,   presentations   or   similar   digital   content   however,   are   more   appealing   and  

more  likely  to  encourage  sharing.  

2.5.3 Technologies  for  guidance  and  structure  Another   function   of   mobile   technologies   for   school   visits   in   museums   is   the  

structuring  and  guiding  of  educational  activities.  While  some  research  stresses  that  

free-­‐choice  and  control  is  an  important  aspect  of  museum  learning  (Falk & Dierking,

2000),  many  studies  have  shown  that  some  structure  and  constraints  can  actually  be  

beneficial   for   the   learning   experience   and   outcomes (Mortensen & Smart, 2007;

Bamberger & Tal, 2007; Walker, 2008; Schatz, 2004)  In  line  with  this  research,  Smith  

and   Tinio   (2008)   have   shown   that   museum   visitors   “desire   both   freedom   and  

structure”   (p.  65)  and  recommend   that  educational  activities  should  combine  both  

elements.    

School   groups   in   particular,   require   activities   that   are   focused   and   usually   have  

some  kind  of  physical  outcome  as  well.  It  is  also  easier  to  impose  certain  structures  

on   school   groups,   since   they   are   embedded   in   a   more   formal   context   than  

individuals  who   visit   the  museum   in   their   free   time.  While   for   individual   visitors,  

complex   and   structured   activities   are   often   too   constraining   and   are   usually   not  

followed   in   the  way   they  are   intended,   for   school  groups   the  situation   is  different.  

Well   thought-­‐out   activities  with   clear   instructions   are   appreciated   by   schools   and  

participation  is  less  of  a  concern  because  students  “can  be  told  what  to  do”  (Walker,  

2008,  p.  120).  

The  traditional  solution  for  structuring  school  museum  visits  is  having  the  students  

complete   worksheets.   These   however   are   often   perceived   as   constraining.   They  

inhibit   free   exploration   and   having   to   write   down   the   answers   to   questions   on   a  

worksheet  provokes  short  responses  and  it  inhibits  the  students  to  notice  things  in  

their  environment  (Mortensen  &  Smart,  2007;  Ritchhart,  Church,  &  Morrison,  2011).  

Handheld  devices  can  provide  the  necessary  structure  to  a  class  visit   in  a  way  that  

allows  engagement  with  exhibits  and  peers  and  is  more  enjoyable  for  students.  The  

digital   tools   can   add   structure   by   guiding   students   in   the   physical   space,   by  

delivering  tasks,  directing  their  attention  or  allowing  them  to  create  content  and  to  

collect  data.  

  39  

Walker  (2010)  suggests  technology-­‐supported  gallery  trails  as  a  way  of  structuring  

learning   experiences   both   physically   and   conceptually.   By   leading   visitors   to   a  

sequence   of   objects   that   might   be   physically   dispersed   but   conceptually   linked,  

portable  technologies  allow  the  users  to  make  connections  between  artefacts  and  to  

understand  “a  bigger  picture”  behind  them.  Taking  the  pressure  off  visitors  to  look  

at   everything   in   a   gallery,   but   suggesting   only   a   selection   of   artefacts   is   often  

appreciated.   It   has   been   shown   that   it   is   more   beneficial   for   the   learners   if   they  

deeply  engage  with  fewer  objects  rather  than  if  they  browse  through  all  of  them.  The  

handheld   tools   can   therefore   support   the   guided   exploration   of   the   galleries,  

bridging  the  gap  between  completely  free  exploration  and  a  guided  tour.    

Treasure  or  scavenger  hunts  have  long  been  a  popular  way  of  engaging  children  in  

an  activity.  Adding  mobile  technologies  to  the  experience  opens  up  new  possibilities  

for   this   format.   By   taking   photographs   of   recording   videos,   students   can   actually  

collect   proof   of   the   found   “treasures”,   which   is   more   rewarding   than   just   ticking  

them  off  on  a  list.    

Walker   (2008)   noted   that   certain   constraints   that   are   imposed   on   the   visitors  

enhance   their   learning.  He   found   that   during   the  MyArtProject,   students  who   only  

had   15   seconds   for   their   audio   recordings   planned   ahead   more   carefully   and  

produced  better  results  than  students  without  a  time  limit.  This  shows  that  technical  

constraints  are  not  necessarily  a  problem  but  can  actually  serve  as  an  opportunity  to  

shape  the  learning  experience.  

2.5.4 Goals  and  requirements  Digital  technologies  can  serve  as  mediators  between  the  students  and  the  artefacts  –  

something   to   touch  and   interact  with,  while  exploring   the  exhibits   in   the  museum.  

However,   careful   considerations   for   the   design   of   the   activities   are   necessary   in  

order  to  ensure  that  the  technology  is  used  as  a  tool  to  enhance  learning,  not  as  an  

object  in  itself.    

Integrating   technologies   into   the   museum   learning   experience   can   also   serve  

another   important   goal:   The   acquisition   of   ICT   skills.   Often,   children   who   visit  

museums   with   their   schools   do   not   have   access   to   certain   digital   technologies   at  

home  or  at  school  and  they  can  learn  valuable  lessons  in  handling  these  devices.  It  

  40  

also   creates  a   feeling  of   empowerment   if   the   students   are  entrusted   to  handle   the  

equipment  independently  (Naismith & Corlett, 2006).  

Summarizing   the  key  points  of   the  previous  chapters,   the  successful   integration  of  

digital  tools  into  gallery  activities  should  meet  the  following  requirements  in  order  

to  design  activities  appropriate  for  school  groups  and  to  support  their  learning:  

The  digital  activities  should:  

• Encourage  active  and  versatile  engagement  with  the  artefacts  

• Integrate   the   technology   without   becoming   the   focus   of   the   activity   but   a  

means  for  interaction  

• Account   for   physical   outcomes   in   order   to   extended   the   experience   and  

promote  sharing  

• Use   content   delivery   only   as   a   complement   to   other   activities   like   data  

collection  or  creation  

• Balance   the   structure   and   guidance   to   keep   the   learners   focused   with  

freedom,  choice  and  control  

• Allow  and  encourage  meaningful  social  interactions  

   

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2.6 Evaluating  learning  outcomes  This  chapter  will  address  the  issue  of  evaluating  educational  programs  in  light  of  the  

role  of  school  museum  visits  discussed  in  the  first  two  sections.  

For  a  long  time,  researchers  questioned  the  educational  value  of  museums  because  

according   to   their   assessments,   visitors   did   not   learn   as  much   as   expected   during  

visits.  This  however,  was  due  to  a  too  narrow  understanding  of  learning  in  museums  

and   therefore  misleading  evaluation   techniques.  Hubard   (2008)   criticised   this  one-­‐

dimensional  approach  for  evaluation:  

In   an   era   where   only   that   which   can   be   quantified   counts   as   learning,   reflecting  about  encounters  with  art  from  the  perspective  of  human  significance  may  seem  to  some  an  inconsequential  exercise.  How,  after  all,  can  one  objectively  assess  student  gains  from  this  perspective?  […]  The  acknowledgement  of  the  human  dimensions  of  encounters   with   art   calls   for   creative   thinking   about   new,   compelling   forms   of  qualitative  assessment.  (pp.  178-­‐179)  

Parallel   to   the   paradigm   shift   in   the   educational   role   of   museums,   the   evaluation  

criteria  for   learning  outcomes  were  reassessed  as  well  (Hubard, 2011).  Researchers  

extended   their   definition  of   learning  outcomes   and   recognized  positive   impacts   of  

museum  visits,  which  were  not  explicit  knowledge  gain,  like  changes  in  attitude,  self-­‐

confidence  or  the  previously  mentioned  critical  thinking  and  observation  skills.  

Hooper-­‐Greenhill  (2007)  did  extensive  research  on  measuring  learning  outcomes  for  

the  ‘Inspiring  Learning  for  all’  initiative  of  the  UK  Museums,  Libraries  and  Archives  

Council.   A   framework   was   developed   that   is   being   used   by   many   museum  

practitioners  as  a  guideline  of  their  evaluation  projects.  She  distinguishes  the  terms  

‘outcome’  as  referring  to  individuals  and  ‘impact’  as  a  broader,  long-­‐term  effect  on  a  

society  or  organisation.  Following  this  definition,   in  this  study  the  outcomes  of   the  

experience  are  analysed,  and  based  on  these,  a  prognosis  for  the  general  impact  can  

be  given.    

Hooper-­‐Greenhill’s   framework   defines   five   Generic   Learning   Outcomes   (GLOs),  

which   serve   as   classifications   for   individual   observed   results   of   learning   in  

museums.   Knowledge   and   Understanding   comprises   the   knowledge   gains,   which  

were   usually   measured   with   traditional   evaluation.   Skills   refer   to   an   increase   in  

practical  knowledge,  “knowing  how  to  do  something.”  (p.  54)    

  42  

Measuring  a  change  in  the  Attitudes  and  Values  means  that  the  mind-­‐set  or  feelings  

of   the   learner  have  changed   (i.e.   an   increased  self-­‐esteem).  Enjoyment,   Inspiration  

and  Creativity  are  an   important   learning  outcome  because   they  are  a  motivational  

factor   for   the   learner.   Activity,   Behaviour   and   Progression   refer   to   the   learner  

adopting  a  certain  behaviour  or  activity  as  a  result  of  their  learning  experience.    

The  GLOs  do  not  claim  to  be  exhaustive.  

They   are   meant   to   be   a  

recommendation,  which  can  be  adjusted  

and   extended   for   the   purpose   of   each  

study.   The   original   intent   of   the  

framework  was  to  be  open  to  extension,  

“as   new   data   would   be   collected   and  

new   categories   would   start   emerging”  

(Monaco  &  Moussouri,  2009,  p.  320).  

The  term  ‘measuring’  learning  outcomes  

is   not   very   appropriate   for   this   kind   of  

research.   Monaco   and   Moussouri  

discuss  this   issue  and  come  to  the  conclusion  that   for  evaluating  museum  learning  

experiences   “documenting”   and   “describing”   (p.   323)   are   more   suitable   than  

quantifying  outcomes  like  enjoyment  or  attitudes.    

However,   assessing   learning  outcomes   is  not   the  only  way   to  evaluate  educational  

programs.  Especially  in  the  non-­‐formal  context  of  museum  visits,  it  is  also  important  

to   analyse   the   processes   that   are   going   on   during   the   visit.   This   view   is   also   put  

forward   by   advocates   of   socio-­‐cultural   discourse   analysis,   which   is   used   for  

educational  evaluation,  and  takes  into  account  the  impact  of  the  social  and  cultural  

context   on   learning   (Mercer, 2004).   Focusing   both   on   process   and   outcomes   of  

educational  activities  means   that   the  question  asked   is  not  only  what   is   learnt  but  

also  how  it  is  learnt,  which  is  important  for  continuously  improving  didactic  practice.  

There   is  a  shift   towards  thinking  of   the  experience  as  well  as  the   impact,  since  the  

two  are  so  closely  interconnected.  Therefore,  assessment  methods  are  required  that  

not  only  “measure”  impacts  after  the  experience  but  ones  that  also  monitor  what  is  

going  on  during  the  experience  s(Andresen, Boud, & Cohen, 2000).    

 Figure  5  -­‐  The  five  GLOs  (from  MLA  website)  

  43  

2.7 Multimedia  Magic  Multimedia  Magic  is  an  educational  experience  provided  to  schools  by  the  Samsung  

Digital  Discovery  Centre  at  the  British  Museum.  It  is  designed  for  children  between  

the  ages  of  8-­‐12  and  aims  at  familiarizing  the  students  with  Buddhist  concepts  and  

artefacts,  while  helping   the  students   to  acquire   ICT  skills  by  using  digital   cameras,  

touch  screen   tablets  and  computers.   Schools  usually  book   this   session  as  a  part  of  

their   Religious   Studies   subject,  which   usually   has   a  more   flexible   curriculum   than  

other  core  subjects  do.  In  general,  the  students  have  relatively  low  specific  previous  

knowledge   about   the   subject.   The   information   document   for   teachers,   which   is  

available  on   the  museum  website,  describes   the  activities  of   the  session  as   follows  

(British Museum, 2009):  

The   design   of   this   session   incorporates   several   of   the   themes   discussed   in   the  

previous  chapters,  which  –  according  to  research  –  are  factors  that  contribute  to  the  

success  of  educational  activities  in  museums.  The  following  section  will  describe  the  

main  concepts.  

Gallery  exploration  with  mobile  technologies  

Mobile   technologies   are   used   for   structured   gallery   exploration,   while   the   tablet  

computer  serves  as  the   ‘guidance  tool’,  which  –  by  means  of  a  Prezi  presentation  –  

Session  outline  

The   session   begins   by   taking   children   to   the   Ancient   India   gallery   (Room   33).  

They  receive  a  brief  introduction  to  the  day  and  then  break  up  into  groups  of  2-­‐3  

to  complete  an  activity  trail  with  a  tablet  computer  and  digital  camera.  

Children  complete   five  different  activities  on  the   trail  by   taking  photos,  making  

voice  recordings  and  videos.  They  interview  each  other  about  topics  inspired  by  

the  artworks  and  record  answers  to  questions  about  their  favourite  artwork.  

After  completing  the  trail  children  have  a  30  minute  lunch  break.  

After  lunch  children  proceed  to  the  Samsung  Digital  Discovery  Centre  where  they  

participate  in  a  group  discussion  and  debate.    

Then   children   are   shown   how   to   use   the   computer   software   to   create   a  

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provides   the   students   with   the   tasks   that   they   have   to   complete   as   well   as   short  

pieces  of  content  about  the  Buddhist  religion  and  Buddha’s  life.  (See  Appendix  B  for  

a   full   transcript  of   the   tasks.)  The  camera   is  used   to  mediate   the  engagement  with  

the  objects  and  it  allows  the  students  to  produce  content  in  the  form  of  photographs,  

video   and   audio   recordings.   As   the   groups   tour   the   gallery   independently,   the  

students  have  the  chance  to  take  over  control  in  the  way  that  they  solve  the  tasks.  All  

the   activities   are   designed   in   a   way   that   allows   for   the   active   involvement   of   all  

members  of  the  teams.    

 Image  1  -­‐  Students  exploring  the  gallery  

Interaction  with  the  artefacts  

On   their   trail   through   the   Ancient   India   gallery,   the   students   have   to   complete  

several  tasks,  which  encourage  their  active  engagement  with  the  displayed  objects.  

For  every  task,  the  students  have  to  find  the  objects,  are  displayed  on  the  screen  of  

their  tablet  computer.  They  have  to  compare  objects  in  the  gallery  to  the  picture  on  

their   screen,   which   forces   them   to   examine   the   artefacts   around   them.   For   each  

object  they  find,  they  have  to  complete  a  related  task:  

• taking  pictures  of  the  objects  

• taking  pictures  of  their  partner  imitating  the  object  

• making  voice  recordings  discussing  their  favourite  object  

• making  video  recordings  while  interacting  with  an  object  

• making  video  interviews  with  their  partner    

Integration  of  several  learning  strategies    

Multimedia  Magic   integrates   different   didactic   elements.   Before   the   students   start  

their   gallery   exploration   trail,   they   get   a   short   introduction   from   the   museum  

  45  

educator  who   familiarises   them  with  a   few  basic   terms  and  concepts  of  Buddhism  

and  gives  them  orientation  clues  so  they  find  their  way  around  the  gallery.  

In  the  afternoon  session,  students  are  engaged  in  a  group  discussion  about  objects  

and   concepts   that   they   have   seen   in   the   gallery   and   that   have   been   introduced   to  

them   by   the   museum   educator.   Before   they   start   creating   their   multimedia  

presentations  with   the   pictures,   audio   and   video   recordings   that   they   collected   in  

the   gallery,   the   students   receive   a   briefing   on   how   to   use   the   presentation   tool  

Glogster.  All  parts  of   this  experience  encourage  the  active  engagement  of  students,  

by   asking   them   questions,   involving   them   in   debate   or   having   them   volunteer   to  

demonstrate  the  use  of  the  presentation  tool.    

Repetition  of  knowledge  in  several  stages  of  experience  

Throughout   the   course   of   the   activity,   new   knowledge   is   being   reaffirmed   in  

different  contexts.  The  objects  that  the  students  are  supposed  to  find  in  the  galleries  

are  shown  to  them  on  the  display  of  the  tablet  computer,  then  they  engage  with  the  

original   artefact   and   in   the   afternoon   session   they   are   displayed   on   a   big   screen,  

while   they  receive  a   few  explanations  about   their  meanings.   In   the  end,   they  build  

the  presentations  using  the  pictures  they  took  in  the  gallery  (or  pictures  provided  by  

the  museum,   in  case  the  group  did  not  manage  to  complete  the  task  or  the  picture  

quality  is  not  sufficient).  This  repetition  in  different  contexts  is  supposed  to  help  the  

students  become   familiar  with   the  new   information.  The   second   time   they   see   the  

objects,  they  can  already  recognize  them  and  have  a  sense  of  familiarity.  

Encouraging  sharing  and  social  interaction  

As   mentioned   before,   the   creation   of   content   (pictures,   videos,   presentations)  

promotes  sharing.  The  element  of  sharing   is  already   incorporated   into  the  session,  

since  2-­‐3  teams  have  to  present  their  multimedia  poster  to  the  other  students.  But  

the  students  can  also  access  their  presentations  online  after  the  visit  and  they  get  a  

printed-­‐out  version  as  well.    

  46  

Having   this   “souvenir”   of   the  

excursion   can   reaffirm   the   learning  

experience   after   the   visit,   when  

students  show  the  outcomes  of  their  

activities   to   their   parents,   other  

teachers   or   friends.   Ideally,   the  

participating   teachers   organize   a  

recap-­‐session   at   school,   where   all  

the   teams   get   to   show   their  

presentations.  

Social   interaction   between   the   students   is   also   encouraged   by   the   design   of   the  

session  because  the  students  have  to  solve  tasks  collaboratively  in  teams.  The  tasks  

instruct  the  students  to  interact  with  each  other  when  taking  pictures  of  each  other  

or  making  video   interviews.  They  also  have   to   share   the   equipment,  which  means  

that   they   have   to   arrange   themselves   with   a   certain   role   allocation   during   the  

experience.  

Teaching  ICT  skills  

An  important  aspect  of  the  Multimedia  Magic  experience  is  the  hands-­‐on  approach  

to   acquiring   ICT   skills.   The   students   are   trusted   to   handle   the   digital   equipment  

autonomously.   In   the  gallery,   they   receive   a   simple   instruction   sheet   that   explains  

the  main   functionalities   of   the  digital   cameras.   If   the   students   follow  all   the   tasks,  

they  will   practice   how   to   record   audio   and   video,   become   familiar  with   the   tablet  

computer   and   acquaint   themselves   with   the   process   of   creating   a   multimedia  

presentation  on  a  PC.  

When  designing  a  session,  it  is  certainly  necessary  to  be  informed  by  the  theory  and  

by   the   experience   of   other   projects.   However,   it   is   not   a   guarantee   for   success.  

Certainly,  the  students  are  active  during  the  session  –  but  are  they  engaging  with  the  

objects?  They  might  enjoy  the  experience  –  but  does  it  arouse  their  interest  to  find  

out  more?  What  are  the  learning  outcomes  and  what  role  does  the  technology  play?  

In   order   to   find   out   if   the   theory   is   successfully   put   into   practice   with   this  

educational  museum  experience,  evaluation  is  necessary.  

Image  2  -­‐  Students  creating  a  "glog"  in  the  Samsung  Digital  Discovery  Centre  

  47  

3  Methodology  The   case   study   will   contain   several   methods   in   order   to   answer   the   research  

questions.  While  each  part  of  the  case  study  can  contribute  to  answering  each  of  the  

questions,   the   following   table   shows   the   main   focus   of   the   different   research  

methods  employed:  

CASE  STUDY:  MULTIMEDIA  MAGIC  RESEARCH    METHOD   Content  Analysis   Observation   Interview  Analysis  

RESEARCH  QUESTION  

Q1,  Q2,  Q4   Q1,  Q2,  Q4   Q3,  Q4  

SUBJECT  OF  RESEARCH  

Engagement  during  the  session  

Engagement  during  the  session  

Outcomes  after  the  session  

DATA  ANALYSED  

Video  recordings,  audio  recordings,  digital  photos  produced  by  students  during  the  sessions    

Observation  during  the  activities  in  the  gallery    

Interviews  at  the  museum  and  at  the  school  one  week  after  the  visit  

Table  1  -­‐  Case  study  overview  

Q1:  How  do  students  engage  with  the  museum  objects  during  the  gallery  exploration?  

Q2:  What  is  the  students’  behaviour  during  the  gallery  exploration?  

Q3:  What  are  the  outcomes  of  this  educational  experience?  

Q4:  Which  role  do  the  digital  technologies  play  in  the  learning  process?    

3.1 Case  Study  Research  A  common  criticism  of  the  case  study  as  a  research  method  is  the  doubt  about  their  

generalizability.  Since  only  one  case  is  analysed,  there  is  a  concern  that  conclusions  

cannot   be   drawn   for   other   cases.   As   Flyvbjerg   (2004)   points   out,   however,  

generalisations  are  not  the  only  way  to  generate  knowledge  from  research.  The  main  

goal   of   evaluation   in   education   is   the   improvement   of   practice.   The   findings   of  

research   serve   as   feedback   to   the   practitioners   in   order   to   identify   strengths   and  

weaknesses  of  a  program.  It  is  not  the  goal  of  this  study  to  build  a  universal  theory.  

The  goal   is  to  understand  how  the  educational  experience  impacts  students  and  to  

contribute  to  the  quality  of  the  program  and  its  evaluation.  Evaluation  is  an  on-­‐going  

  48  

process  where  each  case  contributes  to  the  accumulation  of  experiential  knowledge  

(Willis, 2008).    

Punch   (2009)   points   out   “knowledge   […]   in   a   professional   field   such   as   education,  

usually   progresses   through   the   accumulation   of   evidence   across   many   studies,  

rather   than   because   of   one   large-­‐scale   definitive   project”   (p.   43).   Even   though  

universally  valid  conclusions  cannot  necessarily  be  drawn  from  this  one  case  study,  

it  is  still  instrumental  rather  than  intrinsic,  in  the  sense  that  it  “helps  us  pursue  the  

external  interest”  (Stake,  2005,  p.  445)  of  improving  the  educational  practice.  

3.2 Multiple  research  methods  This  case  study  involves  two  sets  of  interviews,  gallery  observation  and  the  analysis  

of  media  produced  by  students  during  the  session.  This  triangulation  of  methods  can  

help   to   paint   a   more   complete   picture   of   the   case   because   the   accounts   of   the  

interviewed   children   can   be   put   into   relation   with   the   observations   during   the  

gallery  experience  and  the  media  they  produced.  

Combining   research   methods   that   investigate   both   the   process   of   the   museum  

experience   (analysis   of   student-­‐produced   media,   observation)   as   well   as   the  

outcomes  of   the  experience  after   the  visit   (interviews),   allows   for   the  gaining  of   a  

more   comprehensive   picture.   Learning   is   an   on-­‐going   process   without   a   clearly  

defined  end,  so  only  testing  the  outcomes  at  one  point  in  time  after  the  museum  visit  

does  not  necessarily  reflect  the  whole  impact  of  the  experience.  According  to  Perry  

(2012),   “looking   exclusively   at   outcomes   gives   us   only   a   partial   view   of   what’s  

important   to   the   visitor   experience.”   (p.   58)   In   her   opinion,   “both   process   and  

product,  both  engagement  and  outcomes,  are  essential  and  intertwined  components  

of   museum   visits.”   (p.   60)   This   study   is   in   line   with   Perry’s   conception   of   the  

museum   experience:   The   combination   of   methods   aims   at   investigating   both   the  

engagement  of  the  students  during  and  the  outcomes  after  their  visit.  

3.2.1 Content  analysis  of  student-­‐produced  media  The   nature   of   the  Multimedia  Magic   session   allows   for   a   convenient   and   suitable  

method   to   find   out   about   the   students’   behaviour   during   their   gallery   experience.  

Since  their  task  is  to  ‘document’  their  interaction  with  the  objects  in  the  gallery,  the  

photographs,   audio   and   video   data   that   they   produce   can   help   getting   an  

  49  

understanding  of   their  engagement  and   interpretive  approaches,  which  covers   the  

first   and   second   sets   of   research   questions.   These   files   allow   peeking   into   the  

behaviour  of  the  students  in  the  gallery  without  having  to  interrupt  their  activities.    

The   media   that   the   students   create   during   the   session   are   a   valuable   source   for  

evaluation  and   should  not  be  neglected.  The  videos,   voice   recordings  and  pictures  

are  instances  of  the  students’  encounter  with  the  artefacts  as  well  as  of  their  use  of  

the  technology.  Devito  (2005)  emphasises  the  evaluation  of  students’  work  because  it  

“has   real-­‐world   significance   and   can   reveal   implications   for   future   instruction  and  

the  implicit  value  of  the  educational  experience  in  ways  that  other  methods  do  not.”  

(p.  196)  The  artefacts  produced  by  the  students  are  analysed  as  documents  of  their  

behaviour  rather  than  learning  outcomes  of  the  activities.  

The  content  analysis  of  the  video  and  audio  data  allows  to  get  an  understanding  of  

the   first   two   research  questions,  which  are   concerned  with   the  engagement   of   the  

students   during   the   sessions:   How   do   the   students   make   use   of   the   technology  

during  their  gallery  exploration  –  more  specifically,  do  the  activities  involving  video  

or  audio  recordings  encourage  them  to  engage  with  the  objects  in  the  galleries  and  

do   they   make   use   of   the   opportunity   for   free   and   spontaneous   interpretive  

behaviour?   Besides   the   object   interaction,   the   content   analysis   will   also   give   an  

insight   into   the   general   behaviour   of   students   during   these   activities   –   social  

interaction,  attitudes,  handling  of  the  technology,  etc.  

3.2.2 Observations  As  a  complement  to  the  content  analysis  of  the  student-­‐produced  media,  observation  

is   conducted   to   gain   a   better  understanding  of   the   students’   behaviour  during   the  

gallery   experience.   The   observations   can   be   seen   as   a   “test   run”   for   further  

evaluation  research.  They  are  conducted  on  a  small  number  of  students,  but  they  do  

contribute   to   the   understanding   of   the   dynamics   during   the   gallery   session.   The  

insights   gained   from   observation   help   in   understanding   students’   behaviours  

between   their   recordings   and   the   general   dynamics   of   the   session,   which   adds   a  

context   to   the   content   analysis.   Since   the   same   school   group   is   observed   and  

interviewed,  the  data  retrieved  from  the  observation  can  also  be  matched  with  the  

responses   gathered   from   the   interviews,   which   adds   to   the   understanding   of   the  

students’  subjective  views  and  perspectives.    

  50  

3.2.3 Interviews  The   interviews   are   aimed   at   answering   the   third   set   of   research   questions,  which  

covers   the   outcomes   of   the   learning   experience.   Interviews   were   the   most  

appropriate   way   of   gathering   in-­‐depth   information   about   the   impact   of   the  

experience  on  the  students.  Other  evaluation  methods,  like  surveys,  would  not  have  

allowed   for   the   students   to   describe   their   experiences   and   learning   processes   in  

detail.  Any  research  method  based  on   text   could  have  been  problematic  especially  

for  younger  children  or  students  who  speak  English  as  a  second  language.  Since  the  

research   does   not   aim   at   only   measuring   the   gain   in   knowledge   of   the   students,  

“testing”   them   with   a   text-­‐based   assessment   would   not   have   been   a   suitable  

approach.   Interviews,   however,   allow   for   an   unstrained   conversation,   where   the  

students   can   express   themselves   freely   and   the   researcher   has   the   opportunity   to  

gain  a  profound  understanding  of  the  attitudes  and  perspectives  of  the  respondents.  

This  way,   the  students  can  give   their   full  view  of   the  experience  and   its  outcomes.  

According   to   Rennie   and   Johnston   (2004)   this   involvement   of   the   learners   in   the  

evaluation  is  crucial:  

Visitors   must   be   involved   in   the   research   process,   not   simply   observed   from   a  distance,   because   there   is   a   sizable   inferential   gap   between   observing   and  interpreting.  Seeing   through  the  eyes  of   the  visitor  means   that,  at  some  stage,  data  must   be   collected   from   the   visitor   and   this   requires   self-­‐report   data,   or   recording  what  visitors  both  say  and  do.  (p.  S8)  

This   quote   emphasises   the   importance   of   gaining   an   insight   into   the   visitors’  

perspective,   which   is   also   important   for   this   study.   The   interviews   are   therefore  

aimed  at  letting  the  students  talk  freely  about  their  experience  without  constraining  

them  with  a  question  agenda  that  is  too  rigid.  

   

  51  

3.3 Data  collection  Three   different   sets   of   data   were   collected   for   this   study:   The   student-­‐produced  

media,   observations   and   interview   data.   The   following   section   will   describe   the  

methods  of  collecting  all  three  data  sets.  

3.3.1 Student-­‐produced  media  The  media  produced  by  the  students  during  the  gallery  sessions  were  provided  for  

analysis  by  the  Samsung  Digital  Discovery  Centre.  The  content  analysis  covers  data  

of  15  Multimedia  Magic  sessions  that  took  place  at  the  British  Museum  over  a  period  

of   two  years,   from  March  2010  until  April  2012.   In  order   to  have  a  representative  

data   set,   the   records   of   home-­‐schooled   groups   have   been   excluded   from   analysis.  

For  seven  sessions  of  2010  and  early  2011,  there  was  no  complete  data  set  available,  

as  only  the  best  media  produced  by  students  had  been  saved.  In  order  to  avoid  bias,  

the   files   from   these   sessions   have   also   been   excluded   from   analysis.   In   total,   the  

analysis  covers  almost   four  hours  of  video  and  audio  data,  as  well  as  around  1800  

digital  photographs.  Ten  of  the  15  school  groups  were  in  year  6  (10-­‐11  year  olds)  at  

the   time  of   their  visit,   three   in  year  4   (8-­‐9  year  olds),  and  each  one   in  year  3   (7-­‐8  

year   olds)   and  5   (9-­‐10   year   olds).   The   activities   of   the   sessions  have  not   changed  

over   the   course   of   these   two   years   and   each   of   the   participating   school   groups  

received   the   same   instructions,   the   same  materials   and   equipment.   All   video   and  

audio  data  was  transcribed  for  analysis.  

3.3.2 Observations  The  observation  was  conducted  during  one  of   the  Multimedia  Magic   sessions  by  3  

researchers.   Each   observer   followed   one   group   for   the   duration   of   the   gallery  

activities.  This  turned  out  to  be  the  right  approach,  since  it  allowed  for  the  in  depth  

observing   the   dynamics   of   one   group.   At   first,   it   was   considered   to   station   each  

observer  at  one  specific  point  of  the  gallery  trail  in  order  to  observe  several  groups  

completing   the   same   task.   This   however,   turned  out   to   be  unfeasible,   since   it  was  

very  difficult  to  keep  an  overview  of  which  students  belong  to  which  group  during  

the   gallery   session.   Also,   there  was   usually  more   than   one   group  working   on   the  

same  task  at  the  same  time  and  it  would  have  been  difficult   to  observe  all  of   them  

separately.    

  52  

An   observation   sheet  was   prepared  beforehand   in   order   to   formalize   the   process.  

(see   Appendix   C).   Every   observer   had   one   copy   of   the   first   (framed)   part   of   the  

observation   sheet   and   several   copies   of   the   second   part.   On   the   first   part   of   the  

sheet,   each   observer   recorded   the   names   of   their   observed   team   and   comments  

about   the   group   dynamics,   overheard   conversations,   general   impressions   or  

observations.  For  each  activity  that  the  students  completed,  the  observers  filled  out  

one  copy  of  the  second  part  of  the  sheet,  recording  the  name  of  the  activity,  the  time  

spent   on   it,   the   engagement   with   the   objects,   the   students’   attitudes   and   any  

potential  problems  that  occurred.    

After  the  gallery  session  insights,  impressions  and  observations  were  exchanged  in  a  

short  discussion  and  noted  down  for  later  analysis.  

3.3.3 Interviews  The   first   set   of   interviews   was   conducted   at   the   museum   during   the   afternoon  

activities.   While   the   students   were   working   in   groups   on   their   multimedia  

presentations   in   the   Samsung   Centre,   I   set   up   a   table   in   the   hallway,   where   I  

conducted   individual   interviews.   One   week   later,   I   conducted   the   second   set   of  

interviews   at   the   students’   school,  where   I   could   use   a   separate   little   space   away  

from   the   classroom.   Having   a   quiet   room   for   the   interviews   proved   to   be   very  

valuable.   In   the   museum,   students   were   frequently   passing   through   the   hallway  

when   they   needed   to   go   to   the   bathrooms,   which  was   distracting   to   the   children  

being  interviewed.  

On   both   days,   the   students   were   very   curious   about   what   I   was   doing.   I   paid  

attention   not   to   select   only   students   who   were   volunteering   or   even   obtrusively  

begging  to  be  interviewed  but  to  have  a  mix  of  characters,  among  them  more  quiet  

and   reserved   students.   I   selected   an   even   number   of   boys   and   girls   and   tried   to  

interview  students  from  as  many  different  teams  as  possible.  

My  previous  concerns  that  the  students  might  be  shy  and  not  communicative  during  

the  interviews  turned  out  to  be  wrong  and  in  most  cases  the  challenge  was  not  to  get  

the  students  to  talk  but  to  get  them  to  talk  about  the  right  things.  Some  of  them  had  

the  tendency  to  digress  during  the  conversation  and  I  had  to  steer  them  back  to  the  

subject.    

  53  

I  paid  attention  to  formulating  my  questions  in  a  way  that  does  not  suggest  a  certain  

answer  and  I  did  notice  during  the  interviews  that  this  was  necessary;  the  students  

were  very  easily   influenced  by  the  way  I  asked  my  questions.  When  I  realized  that  

they   answered   in   a   way   that   was   only   repeating   my   question   or   just   saying  

something   to   “please  me”,   I   reformulated  my  question   and  usually   got   a   different,  

more  sincere  answer.    

Before   I   started   an   interview,   I   explained   that   I   was   doing   research,   that   the  

interview   was   not   a   test   and   that   there   were   no   wrong   answers.   I   also   told   the  

students   that   the   interview   was   being   recorded   and   assured   them   that   nobody  

would  hear  the  recording  apart   from  me.  At  the  end  of  each  interview  I  gave  them  

the  opportunity  to  ask  questions  or  add  any  comments.  

The   interviews   were   semi-­‐structured,   which   means   that   I   did   prepare   a   list   of  

questions   for   the   students   to   answer   but   would   adapt   them   or   add   follow-­‐up  

questions   depending   on   the   course   of   the   interview.   For   the   first   set   of   short  

interviews   that   were   conducted   at   the   British   Museum   the   questions   were   the  

following:  

Questions  1-­‐3  of  the  first  set  were  designed  to  get  an  idea  of  the  students’  context,  

their  previous  museum  experiences,  their  expectations  and  how  prepared  they  felt  

for   the   visit.   Questions   4-­‐5   were   asked   to   get   an   idea   of   the   students’   initial  

impression  about  their  visit,  what  they  did,  learnt  and  liked  about  their  trip.  

1. Is  this  your  first  time  at  the  British  Museum?        

2. Did  your  teacher  prepare  you  for  this  visit?  Tell  me  about  it.  

3. What  did  you  expect  from  your  visit?  

4. How  was  your  day  here?  Tell  me  about  it.  Did  it  meet  your  expectations?  

5. Tell  me  about  the  topic  you  learnt  about  today.  What  do  you  think  of  it?    

6. Do  you  have  the  feeling  that  you  learnt  something  new?  What?  

7. Was  there  anything  you  didn’t  like?      

  54  

These   are   the   questions   for   the   second   set   of   longer   interviews   conducted   at   the  

school  one  week  after  the  visit:  

The  second  round  of  interviews  was  set  up  to  gain  a  more  in-­‐depth  understanding  of  

the   students’   views   of   the   experience,   their  memories,  what   they   learnt   and   their  

attitude   towards   the   museum   after   the   visit.   The   questions   loosely   followed   the  

categories   of   learning   outcomes   defined   by   the   GLO   framework   (see   chapter   0),  

meaning   that   some   questions   were   aimed   at   finding   out   about   the   students’  

1. Tell  me  about  your  day  at  the  British  Museum.  What  did  you  do?    

2. What  was  your  favourite  part  of  the  day?  

3. Was  there  anything  you  didn’t  like?    

4. Describe  your  experience  in  the  galleries.  Do  you  remember  any  of  the  objects?  Could  you  describe  them?  Which  object  was  your  favourite?  

5. Tell  me  about  the  topic  that  you  learnt  about  on  your  visit.  What  did  you  think  of  it?  (Did  you  find  it  interesting?  Would  you  like  to  learn  more  about  it?)  Did  you  learn  anything  more  about  it  since  then?  

6. Do  you  have  the  feeling  that  you  learnt  anything  new?  What?  

7. How  was  working  with  your  team?  Did  you  have  any  trouble  agreeing  on  something?  Did  you  take  turns  in  handling  the  camera,  tablet  and  the  PC?  

8. How  was  working  with  the  tablets,  the  cameras  and  the  PCs?  Did  you  have  any  trouble  using  them?  Did  you  know  how  to  use  them  before?    

9. Describe  how  you  created  your  presentation.  Are  you  happy  with  the  result?  

10. Have  you  thought  about  the  visit  after  you  left?  If  yes,  what  made  you  think  of  it?  

11. Did  you  tell  anyone  about  your  visit?  What  did  you  tell  them?  

12. Did  you  get  to  present  your  results  at  the  museum?  (Would  you  have  liked  to  present  them?)  Did  you  show  your  presentation  to  anyone  after  the  visit?  

13. Is  there  anything  you  would  have  liked  to  do  or  see  at  the  museum  but  couldn’t?  

14. Would  you  like  to  go  back  to  the  museum?  With  your  school  or  with  someone  else?  What  would  you  like  to  do  there?  

15. Is  there  anything  else  you  would  like  to  add?  

 

  55  

knowledge  gains,  and  some  were  aimed  at  understanding  the  students’  attitudes  or  

behaviours  after  the  session.  

The  original  intent  was  to  interview  the  same  students  at  the  museum  and  at  school  

to   see   how   their   impressions   evolved   over   the   course   of   one   week.   However,  

unfortunately,   time   was   very   tight   at   the   museum   and   I   could   only   interview   6  

students   instead  of   the   intended  10-­‐12.  One  week   later,  at   their   school,   two  of   the  

students  I  interviewed  at  the  museum  were  not  present,  which  meant  that  only  four  

students  could  actually  take  part  in  both  interviews  and  10  students  only  in  one  of  

the   two.   This,   however,   turned   out   not   to   be   a   major   problem,   since   the   longer  

interviews   at   school   allowed   for   more   in   depth   inquiry   and   the   answers   of   the  

students   who   have   been   interviewed   twice   did   not   reveal   any   major   change   of  

perception  over  this  one-­‐week  period.    

Since  the  opportunity  offered  itself,  I  also  conducted  a  short  unstructured  interview  

with   the   teacher   at   the  museum   to   understand   the  motivation   and   the   context   of  

their   class   visit.   This   proved   to   be   very   valuable   because   it   allowed   for   another  

triangulation  of  data,  where  I  could  compare  the  teacher’s  impressions  and  opinions  

to  those  of  the  students’.  

   

  56  

3.4 Data  analysis  framework  The  following  section  describes  the  decisions  taken  for  analysing  the  collected  data  

in   order   to   focus   the   research   along   the   line   of   the   objectives.   For   the   purpose   of  

analysis,  the  student-­‐produced  video  and  audio  files  as  well  as  the  interviews  were  

transcribed   and   coded   after   having   been   read   through   several   times.   During   the  

process   of   transcribing,   categories   of   content   and   behaviour   already   became  

apparent   and   being   familiar  with   the   data  made   it   easier   to   define   and   group   the  

codes.  

3.4.1 Content  analysis:  Engagement  The  analysis  distinguishes  the  verbal  transcript  from  the  action  and  behaviour  that  

can  be  observed  in  the  videos  or  deduced  from  the  audio  recordings.  These  are  the  

three  levels  of  analysis:    

1. Talk  (“What  are  the  students  saying?”)    

2. Action  (“What  are  the  students  doing?”)  

3. Attitude/Behaviour  (“How  are  the  students  saying/doing  it?”)  

Not  every   item  of  data  provides  evidence  of  all   three   levels   for  analysis.  While   the  

talk   of   students   can   be   analysed   only   using   transcripts   of   audio   and   video   data,  

information  about  the  students’  actions  can  potentially  be  drawn  from  all  three  data  

sources.  Since  the  voice  recordings  only  provide  audio  data,  the  actions  that  can  be  

derived   from   them   are   based   on   the   analysis   of   the   students’   talk.   Only   here,   the  

focus  of  analysis  is  not  on  the  content,  the  meaning  of  the  talk,  but  rather,  it  is  on  the  

interactions   that  are   taking  place.  Evidence  of   attitudes  and  behaviours,   again,   are  

only  gathered  from  the  audio  and  video  material  –  not  from  photographs.  

Talk   Action   Attitude/Behaviour  

• Voice  recordings    

• Video    

• Voice  recordings    

• Video    

• Pictures  

• Voice  recordings  

• Videos  

Table  2  -­‐  Categories  and  types  of  data  for  analysis  

The   following   example   will   help   to   show   the   distinction   between   the   three  

categories:  

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According  to  the  objectives,   the  data  for  the  content  analysis  was  grouped  into  the  

following  themes:  

1. Engagement  with  the  artefacts  

2. Behaviour  in  the  gallery  

3. Use  of  technology  

All  three  themes  are  analysed  on  all  three  levels,  talk,  actions  and  attitudes.  Perry’s  

(2012)  categorization  of  engagements  is  used  to  group  the  findings  of  this  study.  The  

term  engagement   as  defined  by  Perry   includes   four   elements:  Physical,   emotional,  

intellectual   and   social   engagement.   While   the   analysis   of   the   talk   is   aimed   at  

exploring   the   intellectual   and   emotional   side   of   the   students’   engagement,   i.e.   the  

verbalisation   of   their   observations,   conversations   and   thoughts,   the   actions   give  

insight   into   their   physical   engagement.   Examining   the   attitudes   and  behaviours   of  

A   girl   is   using   the   video   function   of   the   camera   to   explore   the   gallery   and  

comment  on  the  object  that  she  sees.  

On  screen:  several  showcases  with  different  objects  

Voice:  “Here  are  some  of  the  statues  in  the  museum,  I  like  this  one  because  it’s  

got  loads  of  detail.”  

TALK:  The  content  of  the  girl’s  talk  is  related  to  the  artefacts,  she  describes  the  

features  of  one  of  the  statues  and  explains  why  she  likes  it.  

(Example  code:  talk>object-­‐related>description>features)  

ACTION:  The  girl  walks  around  the  gallery  and  explores  the  artefacts.  She  uses  

the  camera  to  capture  the  objects  and  comments  on  what  she  sees.  

(Example  code:  action>gallery_exploration)  

BEHAVIOUR/ATTITUDE:   Looking   at   the   whole   video   and   its   transcript,   it  

becomes  apparent  that  the  girl  is  talking  to  an  imaginative  audience.  She  adopts  

the   communication   style   of   a   TV   reporter   or   an   expert   demonstrating   the  

objects.    

(Example  code:  attitude>expert)  

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the  students  adds  another  important  layer  of  meaning  to  all  aspects  of  the  analysis.  

Identifying   facets   of   communication,   like   irony,   humour   or   impersonations   helps  

putting   the   analysis   of   the   verbal   transcript   and   the   actions   into   perspective   and  

leads  to  a  better  understanding  of  the  data.    

3.4.2 Interviews:  Outcomes  The   interviews  were   transcribed   and   coded.   Emerging   themes  were   subsequently  

identified   in   order   to   report   the   findings   concerning   the   students’   personal  

perceptions   of   the   museum   visit.   To   identify   the   learning   outcomes,   the   GLO  

framework   (see   chapter   0)   was   used   as   a   categorisation.   Initially,   the   framework  

was  used  as  an  orientation  rather  than  a  rigid  structure.  However,  during  the  course  

of   the  analysis,   the   findings   turned  out   to  match   the   framework  without  having   to  

add  more   categories.  This   is  probably  due   to   the  broad  and  open  definition  of   the  

categories,  which  were  derived   from  a   large   amount   of   data   and   tested   in   several  

studies.  

In   this   study,   the   interview   questions  were   loosely   based   on   this   GLO   framework  

and   the   students’   responses   were   analysed   according   to   these   categories.   The  

framework   is   not   considered   to   be   exhaustive   or   restrictive,   i.e.   in   case   any  

additional   category   emerges   from   the   data,   it   would   be   added   to   the   report   of  

findings.    

3.5 Ethical  considerations:  Research  with  children  Children   and   their   behaviour   and   cognitive   gain   are   the   subject   of   this   analysis.  

Gathering  data  directly  from  children  and  focusing  on  their  perspective  is  a  research  

trend  that  has  only  developed  in  the  last  15-­‐20  years  (Bell, 2007; Punch, 2009).  This  

research   accounts   for   children   as   autonomous   actors  who  make  meaning   in   their  

social  environment.    

One   consequence   of   this   change   has   been   a   concern   with   children’s   perceptions,  

attitudes,   beliefs,   views   and   opinions.   A   second   consequence   has   been   a   direct  

research  focus  on  children’s  experience  itself  –  how  children  interpret  and  negotiate  

their   worlds,   and   the   way   in   which   their   construction   of   experience   shapes   their  

perceptions  and  views  (Punch,  2009,  p.  46).  

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According  to  Hill  (2005)   children  differ   from  adults   in   terms  of  competence,  power  

and  vulnerability.  The  linguistic  competence  of  children  is  more  limited  than  the  one  

of   adults   and   (depending   on   their   age)   they   can   have   difficulties   in   expressing   or  

understanding  complex   ideas.  The  concept  of  power   is   linked  to   the  authority   that  

adults   have   over   children,   which   can   make   the   interaction   between   them  

unbalanced.  The  authoritative  status  of  adults  can  easily  influence  the  behaviour  of  

children   who   might   be   trying   to   please   or   to   provoke   the   adult   researcher.   This  

vulnerability   can   cause   distorted   data   and   needs   to   be   taken   into   account   when  

conducting  interviews  with  children,  for  example.  

When   doing   qualitative   research   –   especially   with   children,   it   is   important   to   be  

aware   of   some   ethical   considerations;   “while   all   social   research   intrudes   to   some  

extent  into  people’s  lives,  qualitative  research  often  intrudes  more.”  (Punch,  2009,  p.  

50)    

This  study  complies  with  the  ethical  guidelines  published  by  the  British  Educational  

Research   Association   (2011).   The   students   and   their   parents   were   informed  

beforehand   that   I   was   going   to   conduct   research   during   their   visit   to   the   British  

Museum.   (See   appendix)  My   contact   details   were  made   available   to   them   in   case  

they  had  questions  or  concerns  regarding  my  research  practice.  All  the  interviewees  

participated  in  the  research  process  voluntarily  and  they  were  “granted  the  right  to  

express  their  views  freely  in  all  matters  affecting  them,  commensurate  with  their  age  

and  maturity.”  (p.  6)  Before  the  interviews,  I  explained  the  purpose  of  my  research  

to   the   participants   and   that   they   should   express   their   opinions   freely   without  

worrying  about  wrong  answers.  

For  the  content  analysis  of  the  data  resulting  from  previous  school  visits,  it  was  not  

possible  to  get  the  consent  of  the  students  in  retrospect,  however  the  photographs,  

video   and   audio   data   of   the   participants   will   not   be   published   and   is   treated  

confidentially  and  anonymously  in  all  steps  of  this  research.    

3.6 Limitations  Due   to   logistic   constraints,   it  was   only   possible   to   conduct   the   fieldwork  during   a  

short  confined  time  frame  rather  than  continually  over  a  longer  period  of  time.  This  

means  that  the  observations  and  interviews  could  only  be  conducted  with  one  group  

of  students.  To  extend  the  scope  of  the  study  and  to  gain  a  wider  understanding  of  

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the   impact   of   Multimedia   Magic   in   different   age   groups   as   well,   it   would   be  

necessary  to  conduct  research  with  more  schools.    

In  order  to  evaluate  the  long-­‐term  impact  of  this  session,  another  set  of   interviews  

should  be   conducted  at   least  2  months  after   the  museum  visit.  This  however,  was  

out  of  the  scope  of  this  study.  

   

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4 Findings  The  following  section  will  present  the  main  findings  relevant  for  understanding  the  

complex  processes  during  and  outcomes  after  the  Multimedia  Magic  experience.  The  

findings  will  be  subdivided  by  the  three  research  methods  used  for  this  study:  The  

content   analysis   of   the   student-­‐produced   media,   which   gives   insight   into   the  

behaviours  and  processes  during  the  gallery  activities,  the  observations,  which  add  

to   the   understanding   of   the   general   dynamics   in   the   gallery   and   the   students’  

behaviour   in   between   tasks   and   the   interviews,   which   help   identify   the   different  

outcomes  of  the  educational  experience.    

4.1 Content  Analysis  of  student-­‐produced  media  The   first   part   of   the   findings   highlights   the   results   of   the   content   analysis   of   the  

media   produced   by   the   students   in   the   gallery.   After   a   short   overview   of   the  

analysed   data,   the   findings   will   cover   the   engagement   of   the   students   with   the  

artefacts,   their   social   interactions,   creative  and  explorative  behaviour  and   the  way  

they  make  use  of  the  digital  technologies  during  the  activities.  

4.1.1 A  glance  at  the  data:  Quantitative  overview  If  the  students  complete  all  the  tasks  of  the  trail,  they  should  have  taken  at  least  nine  

photographs,  made  two  videos  and  one  voice  recording.    

 Figure  6  -­‐  Average  performance  of  school  groups  

0   2   4   6   8   10   12  

St  John's  Upper  Holloway  (Grade  3)  St  Elizabeth  RC  Primary  (Grade  4)  St  Elizabeth  RC  Primary  (Grade  4)  Copenhagen  Primary  (Grade  4)  Servite  RC  Primary  (Grade  5)  

Wormholt  Park  School  (Grade  6)  Wormholt  Park  School  (Grade  6)  

Stoneydown  Park  Primary  (Grade  6)  St  John's  R.C  Primary  (Grade  6)  Holmleigh  Primary  (Grade  6)  

Howard  Junior  School  (Grade  6)  Archbishop's  Sumner  (Grade  6)  Servite  RC  Primary  (Grade  6)  

St  John's  RC  Primary  (Grade  6)  Holmleigh  Primary  (Grade  6)  

Average  Score  

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To   get   an   overview   over   the   behaviour   and   performance   of   the   student   groups,   I  

defined   a   measurement   scale   from   0-­‐15,   where   15   is   a   full   score,   i.e.   the   group  

completed  all  tasks  as  instructed.  During  the  analysis  of  the  data,  it  became  apparent  

that  only  a  handful  of  all   the  groups  completed  the  whole  trail.  Figure  6  shows  the  

average   score   students   achieved   during   the   different   sessions.   The   varying  

performance   of   the   students   cannot   necessarily   be   linked   to   their   different   age  

groups.   It   is   true   that   the   highest   scores   have   been   achieved   by   groups   of   Year   6  

students  –  but  so  has  the  lowest  score.  At  the  same  time  there  were  above  average  

performances  by  younger  groups  as  well.    

Age   is   certainly   not   the   only   factor   that   influences   the   performance,   however,  

looking   at   the   data,   different   behaviours   do   emerge   for   different   year   groups.  

Students  of  Year  3  and  Year  4  (age  range  7-­‐9)  tend  to  take  more  pictures  during  the  

gallery  activities  than  older  students.  Especially  taking  pictures  that  are  not  directly  

task-­‐related   is  much  more  common  among  younger  students   than  among  students  

of  grades  5  and  6.    

 Figure  7  -­‐  Number  of  pictures  taken  in  different  age  groups  

Looking   at   the   data   produced   during   the   lowest   achieving   sessions,   it   becomes  

apparent   that   in   three  cases,   the  students  completed   fewer  of   the   tasks   than  other  

groups,   but   the   students   engaged   in   more   activities   that   were   not   directly   task  

related.   They   took  pictures   of   objects   that  were  not   covered   in   the   trail,   recorded  

their   voices   while   describing   objects   or   reading   the   labels,   or   made   videos   while  

exploring   the   gallery.   The   score,   therefore,   does   not   necessarily   reflect   how  

meaningful  the  students’  experience  was  or  how  much  they  learnt.  Interestingly,  two  

groups   from   the   same   school   had   below   average   results,   although   they   did   not  

0  

5  

10  

15  

Year  3   Year  4   Year  5   Year  6  

Pictures  taken  in  the  gallery  

Average  number  of  Pictures  (Per  group)  

Average  number  of  task-­‐unrelated  pictures  (Per  group)  

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produce   a   lot   of   non-­‐activity   related   content.   However,   in   comparison  with   other  

groups,   their   videos   and   voice   recordings   are   more   planned   and   organized.   This  

shows  that  they  probably  dedicated  more  time  to  the  preparation  of  each  task  than  

other  groups  did,  which  is  why  they  did  not  have  enough  time  to  complete  the  whole  

trail.    

This   shows   that   the   quantitative   measures   of   performance   –   or   checking   if   the  

students   did  what   they  were   “supposed   to   do”   –   is   too   limited   of   an   approach   to  

evaluate   the   learning  processes   taking  place  during   a  museum   session   like   this.   It  

does  not  do  justice  to  the  complexity  of  the  issue.  In  order  to  gain  a  more  meaningful  

understanding   of   the   students’   behaviours,   interactions   and   the   circumstantial  

factors   that   play   a   role   during   these   learning   activities,   qualitative   methods   are  

necessary.    

4.1.2 Content  analysis  In   the   following   account   I   will   not   report   all   the   findings   of   the   categories   talk,  

actions  and  attitudes  separately,  as  they  are  too  intertwined  and  each  one  is  relevant  

to   understanding   the   two   others.   Instead,   I   will   summarize   the   findings   into   the  

main  themes  that  emerged  from  analysing  the  data  on  all  three  levels.  

4.1.2.1 Engagement  with  the  artefacts  One  of   the  main  points  of   this   study  concerns   the   interaction  of   students  with   the  

artefacts   in   the  museum.   The   question   is   if   the   students   actually   engage  with   the  

objects  during  the  gallery  trail  and  how  the  technologies  integrated  in  the  activities  

enable  this  interaction.  

The   students’   contact   with   the   artefacts  manifests   itself   both   in   their   actions   and  

their  talk.  Actions  like  looking  and  pointing  at  the  objects,  walking  around  them  or  

imitating   them   can   be   commonly   observed,   and   often   they   are   accompanied   by  

object-­‐related   talk.   Looking   at   the   artefacts   is   the   most   basic   interaction,   which,  

however,   cannot   be   taken   for   granted.   Observation   is   required   for  more   complex  

interaction  and  engagement  with  the  artefacts   like  meaning  making,   interpretation  

or  imitation.  Figure  8  shows  seven  categories  of  object  interactions  derived  from  the  

data,  which  are  all  based  on  the  students  looking  at  the  object  closely  and  becoming  

aware  of  what  they  see.    

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 Figure  8  -­‐  Object  interactions  based  on  looking  

Description  Most   occurrences   of   object-­‐related   talk   are   descriptions   of   the   artefacts.   Figure   9  

shows  the  frequencies  in  which  the  students  use  the  different  descriptive  categories.  

The   four   main   categories   reflect   this   task,   in   which   the   students   are   asked   to  

describe  their  favourite  Buddha  statue:  

• What  does  your  favourite  Buddha  look  like?  Is  he  standing  or  sitting  down?  What  colour  is  he?  Is  he  happy  or  sad?  

• Why  did  you  choose  him  as  your  favourite?  Give  at  least  two  reasons.  

 Figure  9  -­‐  Descriptive  object-­‐related  talk  

Looking  at  the  object  

Description  

Interpretation  

Comparison  Imitation  

Imagination  

Effect  

Valuation  

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Most  answers   follow  the  scheme  that   is  provided  by   the  question.  As  requested   in  

the   task,   the   students   classify   the   posture   of   the   statues   as   either   sitting   down  or  

standing.    Some  provide  more  detail   to   the  answer  by  stating  what   the  statues  are  

sitting   or   standing   on,   or   by   describing   the   position   of   their   legs   and   arms.   Some  

students   actually   apply   their   previous   knowledge   and   identify   the   posture   of   the  

statue  as  the  lotus  position.    

The  majority  of  the  descriptions  of  the  statues’  expressions  fall   into  the  happy/sad  

category:   Some   students   tend   to   only   repeat   the   question   in   their   answer,   which  

results  in  statements  like  “he  is  happy  and  sad”.    

In   some   cases,   the   students   reflect   on   the   question   and   since   they   cannot   find  

evidence  for  neither  a  happy  nor  a  sad  expression  in  the  statue’s  face,  they  struggle  

to   give   an   answer.   In   these   cases,   the   choice   that   the   question   gives   the   students  

might   restrict   them   because   it   suggests   that   there   is   only   one   right   answer   here,  

much  like  a  multiple-­‐choice  test.1  The  Buddha  is  either  happy  or  sad,  many  students  

do   not   elaborate   on   the   description   of   the   expression.   This   becomes   particularly  

apparent   in  one  episode,  where  one  of  the  museum  educators  assists  a  group  with  

the  recording:  

EDUCATOR:  Next  question.  Is  he…happy  or  sad?    

STUDENT:  Um,  he  is  happy.  

EDUCATOR:  Can  you  tell  looking  at  it?  

STUDENT:  Oh,  yeah,  yeah,  sad,  sad!  

EDUCATOR:  No,  what  do  you  think?  

STUDENT:  Sad.  

When  the  educator  challenges  the  student’s  answer,  he  immediately  switches  to  the  

other   option.  He   is   so   concerned   about   giving   the   right   answer,   and   this   prevents  

him  from  actually  looking  at  the  object  and  giving  his  own  opinion.  This  shows  that  

the   formulation   of   the   tasks   or   questions   has   a   strong   influence   on   the   students’  

answers.   Especially   in   a   session   designed   to   train   observational   skills,   it  might   be  

more  fruitful  to  ask  more  open  questions.  Some  guidance  and  direction  is  certainly  

needed   in   the   instructions,   especially   for   the   younger   students.   However,   giving                                                                                                                  1  The  same  is  true  for  the  question  “Is  he  standing  or  sitting  down?”,  which  generates  most  of  the  comments  in  the  posture  category.  However,  in  this  case  there  are  actually  only  these  two  options  for  the  selected  objects.  All  Buddha  statues  are  either  standing  or  sitting  down.  

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them   two   choices   for   their   answer   might   prevent   the   students   from   actually  

properly   looking  at   the  artefacts.  One  of   the  goals  of  student-­‐object   interactions   in  

galleries   is   to   have   them   understand   that   every   artefact   has   numerous  

interpretations,  none  of  which   is  necessarily  wrong  or  right.  This  kind  of  “multiple  

choice  might  not  be  the  right  approach.  The  students  are  used  to  this  question  type  

from  school  and   it  might  suggest   to   them  that  one  of   the   two  options   is   right,  and  

one  is  wrong.    

Outside   of   the   happy/sad   dimension,   most   descriptions   depict   the   Buddhas   as  

peaceful,  calm  and  relaxed.  Some  students  see  the  Buddha  as  being  serious  or  even  

angry.    

 Figure  10  -­‐  Expressions  

 Figure  11  -­‐  Features  

The  descriptions  that  fall  into  the  features  category  are  more  varied,  partly  because  

the  category  itself  is  more  general  and  includes  any  detail  of  the  artefacts  described  

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by   the   students.  While   the   task   gives   the   students   specific   choices   to   describe   the  

posture  or   the   expression,   they   are  not  prompted   to  name   specific   features  of   the  

statues.  The  most  common  features  described  can  be  seen  in  Figure  11.  Compared  to  

the   descriptions   of   the   facial   expressions   (Figure   10),   there   is  more   variation   and  

none  of  the  features  dominates  as  clearly  as  the  description  “happy”  does.  The  most  

frequently  mentioned   feature   is   the   “detail”   of   the  artefacts.  Along  with   “patterns”  

and   “designs”,   this   is   a   very   general   description   of   the   object   and   in   the   large  

majority   of   the   cases,   the   students  do  not   specify   it.   They   state   that   they   like   “the  

designs”  or  “the  patterns”  but  do  not  further  describe  what  these  designs  or  patterns  

look   like.  Apart   from   these   three  examples,   the   students   tend   to  point  out   specific  

features   and   describe   them,   like   the   “long   ears”,   “spiky   hair”,   “green   rock”   or   the  

“fiery  throne”.  These  descriptions  of  specific  features  indicate  a  close  observation  of  

the   artefacts,   where   the   students   are   not   influenced   by   the   formulation   of   the  

question  but  freely  explore  the  details  of  an  object.  

Interpretation  As  mentioned  before,  many  students  simply  repeat  the  adjectives  already  provided  

by   the   formulated   question   without   actually   trying   to   understand   the   facial  

expression  of  the  Buddha  statues.  In  some  cases,  however,  they  justify  their  answer  

by  stating  the  evidence  they  found  by  looking  at  the  statues,  in  order  to  identify  the  

expression  as  being  happy  or  sad.  (“And  he  is  really  happy  –  he  is  happy  and  he  has  a  

big  smile  on  his  face.”)  This  is  the  behaviour  desired  by  educators  like  Housen  (2002):  

Students  should  look  at  the  artefacts  and  make  meaning  from  the  evidence  they  find  

–  moving   from   a   descriptive   to   an   interpretive   behaviour.  Much   like   the   previous  

example,  this  behaviour  can  be  observed  in  quite  a  few  of  the  student  groups.  They  

observe,  for  example,  that  the  Buddha’s  eyes  are  closed  and  infer  that  he  is  sleeping.  

Or  they  claim  that  an  artefact  is  ancient  and  justify  it  by  pointing  out  broken  parts.  

Others  describe  the  posture  of  the  statues  and  suggest  interpretations.  One  student,  

for  example,  described  a  standing  Buddha  with  a  raised  hand  and  explains:  “[…]  he’s  

like,  calming  someone  down  after  they’ve  been  angry.  “  Another  student  interprets  the  

same  statue   in  a  different  way:  “It  looks  like,  and  it  looks  like  it’s  waving  to  us.”  And  

yet  another  group  thinks  that  the  same  Buddha  “looks  like  he’s  standing  and  guarding  

something.”   For   the   seated   Buddhas,   most   of   the   interpretations   are   relatively  

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unanimous:  They  look  like  “no  one  is  bothering”  them  or  like  they  “don’t  have  stress  

or  anything”.   One   student   actually   dug   a   little   deeper   into   the   question   about   the  

Buddha’s  facial  expression  and  explains:  “[…]  he  looks  sad  but  he  isn’t…  He  looks  like  

that   ‘cause   he’s   concentrating.”   Other   artefacts   are   interpreted   by   the   students   as  

“doing   yoga”,   “balancing”   or   doing   a   “special   exercise”.   As   diverse   as   the   different  

interpretations   might   be,   they   all   show   a   deeper   engagement   with   the   displayed  

objects  and  the  students’  interest  to  establish  their  meanings.    

Comparison  Another  way  for  the  students  to  connect  with  the  artefacts  is  to  put  them  in  relation  

to   something   else.   Some   compare   the   artefacts   to   a   common   object   or   something  

they   are   familiar   with,   others   compare   them   to   other   statues   in   the   gallery.   The  

students   mostly   use   the   comparisons   with   common   objects   to   illustrate   the  

artefact’s  appearance:  One  statue  has   “a  hat  like  a  jar”,   another  one  has  a   “head  as  

big  as  a  melon”  and  one   is  sitting  on  a  shrine  that   looks  “like  a  flower  that’s  opened  

up”.   The   students   recognize   certain   features   of   the   statues   that   remind   them   of  

something   they   already   know.   In   this   way   they   are   getting   in   touch   with   the  

unfamiliar   artefacts   and   find  a  way  of   talking  about   them  without  having   to  know  

any  expert  language.  

The  comparisons  with  other  objects  in  the  gallery  usually  occur  when  the  students  

are  answering  the  question  why  they  chose  one  particular  Buddha  as  their  favourite.  

Here,   they   have   to   justify   why   they   like   one   statue   more   than   the   others,   which  

results   in   the   students   trying   to   identify   specific   differences   between   the   objects.  

Some  groups  only  state  that  the  object  looks  different  or  better  than  all  the  others  or  

that   it  “stood  out”.  Others,  however,   identify  certain  characteristics  that  distinguish  

the  objects  from  one  another,  usually  the  size  or  the  posture,  and  in  some  cases,  the  

expression.  Comparisons  of  the  objects  in  the  gallery  also  occur  unrelated  to  the  task  

of   the   favourite   Buddha.   There   are   some   groups   that   record   spontaneous   videos  

while  touring  the  gallery,  commenting  on  the  objects  they  see,   like  a  group  of  girls  

who   are   comparing   three   artefacts   in   one   showcase:   “And   he   has…and   this   head  

doesn’t  have  a  pointy  head  like  the  one  that  we  had  seen  before.”  Certain  features  of  an  

artefact   only   stand   out   in   comparison  with   other   objects.   Giving   the   students   the  

opportunity  to  browse  around  the  gallery  allows  them  to  get  an  idea  of  the  diversity  

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of  the  objects  and  makes  them  notice  things  they  might  not  realise  by  only  looking  at  

one  statue.  

In  some  cases,  the  children  actually  put  the  artefacts  in  reference  to  themselves.  One  

boy,   for   example,   explains   why   he   chose   one   particular   Buddha   statue   as   his  

favourite:   “I   like   this   one   because   […]   it’s   the   tallest,   like   me.”   This   kind   of   self-­‐

comparison   connects   the   children   to   the   object   on   a   personal   level;   in   this   case,  

finding   a   similarity   between   the   artefact   and   the   self   causes   instant   affection  

towards  it.    

Imitation  One   of   the   physical   object   interactions   that   the   students   are   asked   for   during   the  

session   is   the   imitation   of   certain   objects.   To   fulfil   this   task,   the   students   have   to  

closely  observe  the  statues’  posture  and  facial  expression  and  then  try  to  realise  the  

same  pose  with  their  own  bodies.  This  imitation  exercise  requires  a  more  accurate  

way  of   looking  at   the  objects.   In  order   to  be  able   to   copy   the   statue’s  posture,   the  

students  need  to  pay  a  lot  of  attention  to  details.    

However,   the   students’   preconceptions  

often   interfere  with  their  perception  of   the  

object.  In  one  of  the  tasks,  they  are  asked  to  

imitate   the  way  one  of   the  Buddha   statues  

is  sitting  in  meditation.  Image  3  shows  a  girl  

imitating  the  statue  behind  her  –  but  clearly  

her   concept   of   a   “typical”   meditating  

position   got   in   the  way  of   her  noticing   the  

actual   position  of   the  Buddha’s  hands.   The  

girl’s  hand  position  is  very  common  among  

the   students   trying   to   copy   the   Buddha’s  

meditation   posture,   which   suggests   that  

this  is  a  general  concept  of  what  meditating  

“is  supposed  to  look  like”.  Interestingly,  the  

youngest  school  group  (Year  3)  showed  the  

best  observation  skills  in  this  task,  since  all  

 

Image  3  -­‐  Girl  imitating  Buddha  

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of  the  group  members  imitated  the  hand  position  correctly.  It  is  likely,  however,  that  

this  is  due  to  a  more  intensive  assistance  by  the  teachers.    

Often,  the  children  imitate  the  objects  more  or   less  unconsciously  while  describing  

them.   In   some   of   the   videos   it   can   be   observed   that   one   student   is   presenting   an  

object   and  when  mentioning   a   certain   aspect   of   the   posture,   they   adopt   the   same  

posture  for  a  second.    

In   general,   taking  pictures  of   each  other  while   imitating   the  objects   seems   to  be  a  

poplar  activity.  There  are  quite  a   few  groups  who  did   this  with  more  objects   than  

they  were  asked  to  do  it  with.    

Imagination  After  having  described  a  statue,  some  students  theorise  about  handling  the  object  or  

project   them   into   different   scenarios.   In   one   case,   a   girl   describes   her   favourite  

Buddha  and  states  that  it  is  very  delicate.  Her  partner  interjects:  “Yeah,  so  if  you  drop  

it,  it  would  break.”  This  girl  analyses  the  implications  of  her  partner’s  description  of  

the   object   and   imagines   a   scenario,   in  which   the   fragility   of   the   artefact   becomes  

relevant.  The  same  thing  happens  in  another  group,  where  a  girl  describes  an  object  

as   follows:   “[…]  he   is   small   […]  and…and  he   is  easy   to  carry  around   in  your  pocket.”  

Here,  the  characteristic  of  being  small  is  being  interpreted  as  something  practical  –  

as  it  is  often  done  with  common  objects  like  cell  phones  or  the  like.    

The   third   example   is   a   fairly   typical   reaction   of   (especially   inexperienced)   art  

viewers:   Imagining  what   an   artwork  would   look   like   in   their   homes:   “[…]  he   looks  

pretty   and…if   it   was   on   your   furniture   it   would   just   like…it   would   outstand   on   the  

furniture”.  Here,  the  students  focus  only  on  the  decorative  aspect  of  the  object  rather  

than   on   the   meanings   behind   it.   By   imagining   the   artefact   in   their   homes,   the  

students  link  the  artefacts  to  their  private  environment  and  make  it  more  personally  

relevant  for  themselves.  

Effect  Another   indicator  of   the  students’  engagement  with  the  artefact   is   their  comments  

on   how   an   object   affects   them.   The   effects   derived   from   the   data   are   curiosity,  

amusement,   fascination,   and   inspiration.   Curiosity   is   raised   when   the   students  

notice   something   about   the   objects   that   they   do   not   understand,   but   find   to   be  

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intriguing  and  they  would  like  to  know  more  about  it.  In  one  of  the  recordings,  a  boy  

is   trying   to   identify  a  part  of  an  object  and  points  out:   “[…]  ’cause,  you  know,  when  

you  don’t  know  what  it  is,  it  makes  it  more  interesting,  it  might  be  a  baby,  might  be—I  

don’t  know.”  Csikszentmihalyi  and  Hermanson  (1999)  identify  curiosity  as  “the  first  

step   in   the   process   of   intrinsically   motivated   learning”   (p.   153)   and   therefore   an  

integral  part  of  a  successful  educational  experience  and  a  very  desirable  outcome  of  

the   engagement   with   the   artefacts.   Amusement,   fascination   and   inspiration   are  

effects  on  an  emotional  level,  which  is  a  crucial  factor  for  learning  as  well.    

Valuations  The   students   also   voice   their   opinions   about   the   artefacts   in   the   recordings.   They  

mostly  describe   the   statues   as   “nice”,   “pretty”,   “beautiful”   or   they   simply   state   that  

they   like   them.   In   his   research   about   gallery   trails,  Walker   (2008)   found   the   same  

kind   of   “unreflective”   opinions   voiced   by   visitors,   and   suggested   that   especially  

people   with   little   previous   knowledge   needed   more   guidance   or   some   kind   of  

initiation   to   be   able   to   formulate   more   sophisticated   opinions   or   thoughts.   Some  

students  are  more  enthusiastic  and  state  that  they  are  “really  great”  or  “really  cool”.  

Usually,  their  valuations  are  based  on  the  statue’s  appearance,  its  colour,  its  size  or  

certain   features   and  details.  Many   students   value   a   certain  object  because   it   has   a  

distinguishing   feature   that   makes   it   “special”   or   “unique”.   Another   reason   to  

appreciate  a  statue  is  because  it  looks  “realistic”.  This  is  in  line  with  Housen’s  (2002)  

description  of  how  constructive  viewers2  value  art.  

If  the  work  does  not  look  the  way  it  is  “supposed  to”[…]  then  these  viewers  judge  the  work   to   be   “weird,”   lacking,   or   of   no   value.   Their   sense   of   what   is   realistic   is   the  standard  often  applied  to  determine  value.  (p. 126)  

In  fact,  there  are  several  students  who  describe  the  objects  as  “weird”  because  their  

hair  does  not  look  natural  or  their  expression  and  posture  seems  abnormal  to  them.  

A  very  common  judgement  of  the  objects  is  that  they  look  “interesting”.  Most  of  the  

times   the   students   do   not   give   an   explanation  why   the   statue   looks   interesting   to  

them,  except   in  a   few  cases,  where   they  mention  certain   intriguing   features  of   the  

object,   like   “the   long  ears  make   it  really   interesting”   or   “it’s   interesting  because  he’s                                                                                                                  2  According  to  Housen’s  five  Stages  of  Aesthetic  Development,  constructive  viewers  are  in  stage  2.  Stage  1=Accountive  viewers,  Stage  2=Constructive  viewers,  Stage  3=Classifying  viewers,  Stage  4=Interpretive  viewers,  Stage  5=Re-­‐creative  viewers.  For  a  more  extensive  description  see  http://www.vtshome.org/research/aesthetic-­‐development  

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only  got  four  fingers”.  In  the  analysed  data,  there  was  only  one  case,  where  a  student  

gives   a   negative   opinion   about   an   object.   One   girl   says   that   an   object   is   boring,  

although   her   statement   is   not   very   consistent:   “It   is   very,   very   dull,   but   very  

interesting  as  well.  So  that’s  why  we  like  the  Buddha.”    

The  students’  comments  show  that  the  gallery  experience  encourages  them  to  voice  

their   opinion   about   the   artefacts.  Other   than  during   guided   tours,   the   students  do  

not  have  to  listen  to  an  authority  with  more  expertise  talking  about  the  objects  but  

they  can  value  them  in  their  own  terms.  

4.1.2.2 Social  Interactions  Since   the  students  are  embedded   in  a   familiar  social  setting  during   their   field   trip,  

interactions  with  their  classmates  and  their  teachers  play  an  important  role.  In  the  

analysed  media,  both  intra-­‐group  as  well  as  inter-­‐group  exchanges  can  be  observed.  

Within   their   groups,   the   students   usually   adopt   a   collaborative   behaviour   while  

solving  the  tasks.  In  some  cases,  there  are  clear  roles  for  each  student:  one  is  filming,  

the   other   one   is   describing   an   object,   or   one   is   interviewing   and   the   other   one   is  

answering   the   questions.   Sometimes   it   seems   like   the   students   do   not   assign   the  

roles  in  an  ideal  way.  Often,  the  student  who  is  in  front  of  the  camera  does  not  really  

know   what   to   say,   while   the   student   holding   the   camera   is   trying   to   whisper  

prompts   for   the   partner   to   repeat.   In   one   case,   a   girl   actually   complains   to   her  

partner  about  the  role  allocation:  

GIRL:  And  the  colour  is  grey  and  and,  um,  and,  uh…and…Oh  I  don’t  know  what  I  was  gonna  say!  

BOY:  [prompting]  And  how  it  meditates!  

GIRL:  And  how  it  meditates…  I  said  that  already!  

BOY:  [stutters]  Uh…I…I…  

GIRL:  Oh  I  don’t  wanna  do  this!  ‘Cause  I  don’t  know  it!  

BOY:  You  can  say  he  looks  happy.  

GIRL:  I  don’t  wanna  do  it.  I  don’t  know  how  to  do  this!  

Even  though  the  boy  had  a  clear  idea  of  what  to  say  in  the  video,  he  did  not  want  to  

swap  roles  and  be  the  one  in  front  of  the  camera.  Other  disputes  within  the  groups  

are  usually   related   to  disagreements  about   the  way   the   task   should  be   completed.  

Some  students  are  not  happy  with  their  partner’s  response  or  the  fact  that  they  are  

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not  focusing  on  the  activities.  There  are  also  quarrels  about  taking  turns  in  handling  

the  camera  and  the  tablets.    

Other,  more  constructive,   interactions  are  more  common  between   the  students.   In  

many  groups  collaborative  behaviour  can  be  observed,   students  discuss  with   their  

partners  and  peer   teaching  occurs   frequently.  The   students   collaborate  when   they  

plan   their   recordings   and   often   also   while   recording   their   responses.   In   groups  

where   the  students  do  not  assign  clear  roles  among  each  other,   it   is  very  common  

that  they  alternate  while  describing  an  object,  for  example:  

BOY:  We  like  the  third  eye  because  it  can  see  the  other  things  that  we  can’t  see  with  two  eyes.  And  the…and…  

GIRL:   His   long   ears   represent   that   he’s   a   prince.   ‘Cause   he   used   to   wear   heavy  earrings.  

BOY:  And,  and,  and  that  gave  him  long  ears.   ‘Cause  they  were  so  heavy.  He  also…he  also,  um,  he  also,  um  meditates  in  a  position  called  the  lotus  position.  

In   the   groups   without   role   allocation,   the   students   usually   make   spontaneous  

recordings  without  a  lot  of  planning  and  they  tend  to  argue  less  because  everyone  is  

free   to   contribute   whatever   they   want.   In   groups   where   the   roles   are   clearly  

assigned   (e.g.   one   student   is   filming,   the   other   one   talking)   and  more   planning   is  

involved,  the  students  tend  to  get  more  upset  when  their  partner  is  not  performing  

the  way  they  agreed  according  to  their  expectations.    

According   to  Mayer   (Mayer M. , 2007),   the  kind  of   social   interaction   that   supports  

learning  should  be  “real”  interaction  (see  Figure  12),  meaning  that  students  do  not  

only   talk  with   each  other,   but   actually  have   a  dialogue,   processing  what   the  other  

person  said  and  responding  to  it.    

At   the   same   time,   the   interactions  

should  focus  on  the  learning  topic,  in  

this   case  Buddhism,   the   artefacts   or  

even   the   technologies,   which   they  

are  supposed  to  use.    

Often,   in   the   observed   social  

interactions,   both   parameters   are  

not   fulfilled.   Many   of   the   students’    Figure  12  -­‐  Social  interaction  for  learning  

Real  interaction  

Topic-­‐focused  

  74  

discussions   are   either   off-­‐topic   or   they   only   consist   of   statements   without   any  

dialogue.  This  is  not  entirely  surprising,  since  the  discussions  are  occurring  between  

children,   none   of   whom   usually   have   the   knowledge   or   the   skills   to   lead   a  

meaningful   and   interpretive   conversation   about   the   artefacts.   The   value   of   these  

conversations  among   the   students   lies  more   in   the  pointing  out  of  details,   sharing  

the  experience  of  exploration  and  noticing  things  together.    

In  some  of  the  tasks,  the  students  are  encouraged  to  interview  their  partners.  There  

are  three  different  ways  the  students  approach  this  task.  (1)  Most  of  the  interviews  

that  the  students  conduct  between  each  other  follow  exactly  the  wording  of  the  task:  

The   interviewer  reads   the  questions  displayed  on   the   tablet   computer  and  usually  

does  not  respond  to  the  answer  given  by  their  partner.  In  this  case,  the  students  are  

talking   about   topics   relevant   to   their   learning,   but   real   interaction   does   not   take  

place.   (2)   In   few  cases,   they  stick   to   the  given  questions  but  do  also  ask   follow-­‐up  

questions   referring   to   the   response   of   the   interviewee.   In   these   cases,   both  

requirements   for   successful   learning   interaction   are   fulfilled.   (3)   Some   students  

start  to  interview  their  classmates  without  paying  attention  to  the  tasks  at  all.  They  

ask   them   about   the   museum,   about   their   opinion   of   a   certain   artefacts   and  

sometimes   interview   students   of   other   teams.   These   kinds   of   spontaneous  

interviews  usually  involve  a  real  dialogue  but  do  not  always  revolve  around  relevant  

topics  for  learning.    

Although   according   to   Vygotsky’s   (1978)   theory   of   the   ‘Zone   of   proximal  

development’  the  interaction  with  more  knowledgeable  or  skilful  peers  is  crucial  for  

learning,   this   study   shows   that   discrepancies   in   competences   can   also   hinder   a  

fruitful  interaction.  In  one  case,  for  example,  a  boy  is  trying  to  interview  his  partner  

about  an  episode  in  her  life  when  she  was  generous.  He  is  asking  insightful  questions  

and  tries  to  follow-­‐up  on  the  girl’s  answers.  The  girl,  however,  is  very  monosyllabic,  

hardly   responds   to   the  questions  and  only  makes  very  general   statements.  After  a  

while,   the   boy   gives   up   and   ends   the   interview.   With   an   equally   interested   and  

competent  peer,   this   could  have  developed   into   a  dynamic  discussion  but  without  

any   feedback   from  his  partner   the  boy’s  motivation  ebbed  away.  Often,  pairing  up  

strong  students  with  weaker  classmates   is  thought  to  be  beneficial,  since  the  more  

competent  ones  can   influence  and  motivate   their  partners.  However,   in  an  activity  

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like   this,   the   stronger   student  might   get   frustrated  with  a  non-­‐responsive  partner,  

which  can  impact  their  general  enjoyment  of  the  experience.  

The  group  dynamics  are  influenced  by  the  composition  of  the  teams.  In  some  cases,  

the  teams  were  clearly  arranged  by  the  teacher  in  a  way  that  is  supposed  to  keep  the  

students   focused.   In  one  case   for  example,   each  boy  was   teamed  up  with  a  girl.   In  

fact,  the  students  of  this  session  did  not  get  as  distracted  as  some  other  groups  and  

their   score  was   above   average,   too.   Creative   and   explorative   behaviour,   however,  

did   not   occur   during   this   session.   Packer   and  Ballantyne’s   (2005)   assumption   that  

museum  visitors  are  more  likely  “to  engage  in  risky  or  adventurous  behaviour  when  

they  have  a  companion”  (p.  184)  might  apply  here.  When  students  are  in  a  team  with  

their  friends,  they  feel  more  comfortable  to  engage  in  non-­‐task  related  behaviour,  to  

explore  or   to   fool  about  but  also   to  employ  creative  ways  of  solving   the   tasks,   like  

role-­‐playing.  

Peer   learning  often  occurs  when  students  explain   to   their  partners  how  to  use   the  

technology.  Students  who  already  know  how  to  make  a  voice  recording  or  a  video  

pass  this  knowledge  on  to  their  partners  during  the  activities,  like  in  these  examples:  

GIRL:  Talk  like  that  because  the  microphone  is  there!  

BOY:  And  press  the  shutter  button  when  you  finish!  

It   is   also   commonly   observed   that   students   point   out   certain   objects   or   certain  

details  of  objects  to  their  classmates.    

The   inter-­‐group   interactions   are   usually   not   task-­‐related   and   often   include  

disruptive   behaviour.   Several   groups   of   students   often   clash   in   front   of   a   certain  

object   that  both  groups  are   supposed   to  be   recording.   It   can  get   crowded   in   some  

corners   of   the   gallery,   which   results   in   arguments   between   the   groups,   when  

students  walk  in  front  of  the  camera  of  a  different  group  or  disturb  another  group’s  

recording  by  being  noisy.  There  are  however,  also  inter-­‐group  interactions  as  well,  

where  students  assist  each  other  with  the  technologies  or  explain  the  tasks  to  their  

peers.    

Modelling   of   behaviours   and   repeating   of   spoken  words   happens   very   frequently  

during  this  gallery  exploration.  The  modelling  of  someone  else’s  behaviour  does  not  

only  happen  within   groups  but   also   across   several   teams.  Behaviours   that   are  not  

task-­‐related  (like  recording  gallery  tours  or  imitating  objects  that  are  not  included  in  

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the  trail)  seem  to  spread  once  one  group  starts  it.  There  are  several  sessions  where  

this  non-­‐task-­‐related  behaviour  does  not  occur  at  all.  But  it  is  also  very  rare  that  only  

one  of   the   teams   adopts   this   behaviour.  Once   it   is   done  by  one   group,   usually   the  

other  ones  follow.  The  influence  between  the  groups  can  be  observed  in  one  of  the  

videos,  where  a  boy  completes  the  task  of  walking  around  an  object  while  filming  it.  

There  is  a  second  group  working  on  the  same  task,  which  describes  and  comments  

on  the  object  while  filming  it.  This  is  not  demanded  by  the  instructions  but  when  the  

boy  hears   the   other   group’s   recording,   he   starts   adding   comments   to   his   video   as  

well.    

Teacher  mediation   also  plays  quite   an   important   role  during   the   gallery   activities.  

Both   the   class   teachers   as   well   as   museum   educators   are   present   and   assist   the  

students  with   the   technologies,   help   them   find   the   objects,   etc.   In   some   cases,   the  

students  involve  teachers  and  educators  in  the  activities  by  taking  pictures  of  them  

with  the  objects  or  recording  their  voice.  Not  surprisingly,  teacher  mediation  is  most  

common   in   younger   school   groups,   where   the   teachers   not   only   help   with   the  

technology  and  with  fulfilling  the  tasks,  but  they  also  admonish  the  students  when  

they   are   not   behaving   correctly,   i.e.   when   they   are   touching   the   artefacts   or  

disturbing  each  other  while  recording.    

4.1.2.3 Creativity  and  explorative  behaviour  Even  though  all  students  have  to  solve  the  same  tasks  during  the  gallery  experience,  

different  groups  show  different  approaches   to  doing  so.  While  some  groups   follow  

the   instructions   exactly,   others   employ  more   creative   approaches   to   complete   the  

tasks.  Instead  of  simply  answering  a  question,  some  students  engage  in  role-­‐playing  

with  their  partner  in  order  to  demonstrate  a  certain  idea.    

Even  though  the  tasks  of  the  gallery  trail  are  fairly  clear  and  structured  and  do  not  

leave  a  lot  of  room  for  interpreting  them  in  different  ways,  the  students  engage  in  a  

lot  of  self-­‐directed  behaviour.  Aside  from  the  role-­‐playing,  it  is  not  the  case  that  the  

given   tasks   are   solved   in   a   large   variety   of   ways.   Either   the   students   do  more   of  

something   that   they   are   instructed   to   do,   for   example   taking   pictures   of   more  

objects,  imitating  more  artefacts,  etc.,  or  they  ignore  the  instructions  altogether  and  

explore  the  gallery  on  their  own  terms,  taking  spontaneous  pictures  and  recording  

videos  as  they  go  along.    

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Several   students   of   different   school   groups   recorded   “gallery   tours”,   where   they  

carry   the   camera  with   them  while   exploring   the   gallery   and   describing  what   they  

see.  Since  this  behaviour  is  not  asked  for  in  the  instructions  and  it  occurred  in  many  

of   the   sessions,   it   seems   to   be   “natural”   for   the   students   to   explore   their  

environment   with   a   camera.   In   general,   students   tend   to   prefer   videos   to   audio  

recordings,   since   most   of   the   media   recorded   unrelated   to   any   of   the   tasks   are  

videos.  Especially  for  their  tour  of  the  gallery,  the  students  usually  choose  the  video  

function,  which  allows  them  to  record  the  visual  aspects  of  their  gallery  exploration.  

Their   commentary   in   these   videos   is   usually   reduced   to   pointing   out   objects   and  

describing   them   in   very   basic   categories,   like   big   or   small.   From   the   verbal  

transcript,   in   this   case,   not  much   can  be   inferred   about   the   actual   learning   that   is  

taking  place,  but  the  students  are  certainly  seeing  a  variety  of  objects  and  noticing  

differences  between  them,  even  if  only  on  a  basic  level.  

This  material   that   the  students  produce   in  an  unguided  manner  gives   insights   into  

their  object  preferences.  The  artefacts  they  choose  to  engage  with  uninfluenced  by  

the  instructions  seem  to  be  the  same  ones  in  different  school  groups.  A  showcase  full  

of  different  swords  and  staggers,  for  example,  seems  to  have  an  enormous  appeal  to  

the  students;  they  take  pictures  of  the  swords  and  make  videos  where  they  comment  

on  how  “cool”   they  are.   In  one  case,  a  group  of  boys  actually  recorded  a  video  that  

was   significantly   longer   than   any   of   the   others,  where   they   describe   the   different  

swords  on  display.  One  of  the  boys  seems  to  have  some  “expert”  knowledge  on  the  

subject   and   his   enthusiasm   clearly   spills   over   to   his   partners   who   also   start  

elaborating  on  the  different  weapons  and  their  features.  Another  popular  object  is  a  

golden  crown  with  rich  decorations;   in  this  case   it   is   likely  the  assumed  value  that  

makes   this   artefact   intriguing   to   the   students.   Another   pattern   that   emerged  was  

that  students  are  attracted  by  either  very  large  or  very  small  displays.  In  their  study  

about   object-­‐centred   learning,   Leinhardt   and   Crowley   (2002)   identified   both   scale  

and  value  to  be  features  of  objects  that  museums  visitors  typically  respond  to.  One  

girl,  who   is   recording  a  video   tour  of   the  gallery,   films  a   lot  of  objects  very  hastily  

until  she  suddenly  stops  at  a  horse  statue  and  says:  “This  one  is  pretty  interesting!”  

Here,  the  trigger  for  the  girl’s  curiosity  could  have  been  a  previous  interest  in  horses  

or   the   dynamic   and   figurative   quality   of   the   object   caught   her   eye.   Once   she   is  

“hooked”  by  the  artefact  she  actually  stops  to  read  the  label.  This  example  provides  

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evidence  for  the  fact  that  even  if  the  students  seem  to  be  running  aimlessly  through  

the  galleries  without  focusing  on  the  tasks,  object  interactions  do  take  place.  

4.1.2.4 Using  the  technologies  The  technologies  used  in  this  activity  are  tablet  computers  and  digital  cameras.  The  

functionalities  of  the  tablet  are  very  limited  for  this  session;  it  only  provides  content  

and  is  not  used  as  an  interactive  tool.  The  use  of  the  camera  is  more  varied,  since  it  is  

at  the  same  time  a  mediator  between  the  students  and  their  environment  and  a  tool  

for  content  creation.    

The   tablet  computer  basically  serves   the  students   in   two  ways:   It   is  a  guide  and   it  

provides  information.  To  use  it  as  a  guide  and  information  tool,  all  the  students  have  

to  do   is   read   the   text   and   look   at   the  displayed  pictures  of   relevant  objects   in   the  

gallery.  In  many  cases,  it  is  evident  that  the  students  do  not  read  the  instructions  on  

the  tablet  properly  and  therefore  fail  to  complete  the  task  as  they  were  supposed  to.  

Often,   they   run   off   to   look   for   the   objects   and   once   they   found   the   allegedly   right  

object,   they   just   take   a   picture   of   it   and   assume   the   task   is   done   without   paying  

attention  to  the  instructions.  In  quite  a  few  cases  this  can  probably  be  attributed  to  a  

lack  of  reading  skills,  in  other  cases  it  is  just  hastiness.  Sometimes  finding  the  right  

object   can  pose   a   challenge   too.   Especially  when   there   are   several   similar   objects,  

many  students  fail  to  find  the  right  one.  In  these  cases  the  students  do  not  compare  

the   artefacts   to   the   pictures   on   the   tablet   carefully   enough   and   they   overlook   the  

differences.  However,  not  finding  exactly  the  right  object  does  not  necessarily  cause  

a  problem,  since  the  tasks  can  generally  be  fulfilled  using  any  object.    

As  an  information  tool,  the  tablet  is  mostly  used  by  the  students  to  read  out  loud  and  

record   the  displayed   texts.  When   they  are  using   the   tablet   in   this  way,   there   is  no  

interaction   with   the   objects   noticeable   and   they   are   not   including   any   reasoning  

about   the   read   facts   in   their   recordings.   Therefore,   it   is   questionable   if   they   are  

actually  aware  of  what  they  are  reading  and  if  they  will  remember  any  of  it  later  on.  

There  are,  however,  also  cases  where  the  students  recount  the   facts   they  had  read  

before  on  camera,  without  reading  them  word-­‐by-­‐word   from  the  tablet.  There,   the  

role  of  the  tablet  as  an  information  tool  is  more  meaningful  because  the  students  are  

remembering  and  putting  the  provided  facts  into  their  own  words.    

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The   digital   camera   is   more   versatile   as   a   tool.   The   three   functionalities   available  

(photo,   voice   recording,   video)   are   used   by   the   students   in   numerous   ways.   I  

identified  the  following  five  roles  of  the  camera  for  the  learning  experience:  

• Recording  tool  

• Presentation  tool  

• Documentation  tool  

• Social  tool  

• Play  tool  

The   fact   that   the   students   use   the   camera   as   a   recording   tool   is   fairly   obvious  

because   the   tasks   they   are   supposed   to   complete   in   the   gallery   ask   for   this  

behaviour.   Recording   the   answers   to   questions   with   a   camera   does   give   other  

opportunities   to   the   students   than  writing   them  down  on   a  worksheet.   Filling  out  

worksheets   in   a  museum   can   be   a   cumbersome   activity,   since   there   is   usually   no  

place  to  properly  write  down  answers  (Black, 2005).  The  camera  gives  the  students  

the  opportunity  to  capture  their  “getting  in  contact”  with  the  artefacts  and  to  answer  

questions  extensively  without  having  to  worry  about  writing  and  spelling.  Especially  

for   younger   students   or   students   who   speak   English   as   a   second   language,   text-­‐

based   activities   could   be   a   barrier   to   getting   in   touch   with   the   artefacts.   Walker  

(2008)   also   emphasises   this   “value   of   the   voice”   (p.   115),   which   according   to   his  

research  is  a  faster  and  easier  way  for  the  learners  to  record  their  mental  processes,  

which   is   beneficial   for   gallery   experiences.   The   data   shows   that   the   students  

approach   their   recordings   in   different  ways:   The   behaviour   ranges   from   planning  

ahead  exactly  what  they  are  going  to  say  to  completely  spontaneous  recordings  that  

do  not  have  any  agenda  at   all   (and  are  usually  not   related   to   any  of   the   tasks).   In  

between,  there  are  recordings,  where  the  students  have  an  idea  of  what  they  want  to  

talk   about   but   their   wording   is   not   planned   and   spontaneous   observations   or  

interpretations  are  perceivable.    

Every  piece  of   content   that   the   students  produce   is   recorded.  However,   as  will   be  

demonstrated  in  the  following  paragraphs,  the  ways  in  which  the  students  make  use  

of  the  camera  go  beyond  those  of  a  simple  recording  tool.  

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Apart   from  simply   recording   their   answers,   the   students   also  use   the   camera   as   a  

presentation  tool  –  for  the  objects  and  themselves.  It  is  noticeable  in  some  recordings  

that   they   address   an   imaginative   audience   and   they   use   the   camera   to   show   the  

artefacts  in  the  gallery  to  this  audience.  Often,  they  adopt  the  attitude  of  a  reporter  

or  an  expert  on  TV.  This  sometimes  prompts  them  to   include  “expert   talk”   in  their  

recording,   which   consists   of   facts   that   they   remember,   make   up   or   read   on   the  

labels.  The  following  is  an  example  of  this  behaviour:  

“Hello,  I’m  reporting  to  you,  my  name  is  Mohamed  […]  We  are  reporting  you  because  we  have  found  a  most  famous  statue  from  the  ancient  Asian  country  […]  India.  There  has  been  a  statue  of  the  famous  Buddha,  the  Sarnath  Uttar  Pradesh  about  5th  or  6th  century  AD.  He  is  our  favourite  because  he  is  very  bold  and  […]  very  detailed.  Thank  you  for  listening  to  us!”  

This  boy  is  pretending  to  be  talking  to  a  radio  or  TV  audience.  He  reads  the  object  

label  out   loud   in  order   to  demonstrate  specialist  knowledge   in  his  report.  Another  

boy  is  presenting  an  object  to  his  imaginative  viewers  without  including  any  specific  

facts  but  by  praising  its  appearance:  

This   is  a  very  ancient  artefact.   It   is  so  pretty!  And  the  designs  are   terrific!   [Filming  small  details  of  the  object]  And  they’re  so  microscopic.  Just  look  at  the  detail  of  this  amazing,  terrific  thing!  It’s…it’s  so  ancient!  […]  Now,  this  is  the  end  of  the  program!  

The   boy’s   tone   of   voice   almost   shows   an   exaggerated   exhilaration   as   he   walks  

around  the  object,  capturing  its  features  on  camera.  Here,  the  focus  is  not  only  on  the  

artefact   that   the   boy   is   presenting   –   at   the   same   time   he   is   playing   a   role   and  

presenting  himself  to  his  imaginative  audience  as  well.  

Some  students  use  the  recording  functionalities  as  a  documentation  tool.  They  film  

or  voice  record  the  occurrences  in  the  gallery,  while  their  group  is  trying  to  find  the  

objects,   while   they   plan   the   actual   recording   or   just   in   between   activities.   The  

“documenter”   follows   their   group   with   the   camera   and   some   of   them   actually  

comment  on  the  happenings  in  the  gallery.  Other  than  in  the  gallery  tour  videos  that  

some   groups  make,   the   student   handling   the   camera   for   documentation   does   not  

actively   engage   in   finding   objects   or   describing   them,   they   simply   record   their  

classmates’   actions.   In   some   cases,   this   behaviour   probably   occurs   because   the  

students   do  not   read   the   instructions   properly.   They   only   know   that   they   have   to  

make   videos   or   recordings,   without   paying   attention   to   any   of   the   further  

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instructions,  like  in  the  following  episode,  where  a  boy  films  his  two  partners  while  

they  are  looking  for  the  right  showcases:  

BOY  1:  It’s  not  there;  it’s  not  there!  Are  you  taking  a  video  of  us?    

BOY  2  [holding  camera]:  Yeah.  We  have  to  tape  video.  

BOY  1:  OK,  um,  yeah.  So  this  is…  

BOY  2  [holding  camera]:  I’m  doing  a  video.  

BOY  3:  Why?  

BOY  2  [holding  camera]:  Because  we’re  supposed  to.  And  take  pictures.  

The   camera   is   a   social   tool,   because   it   provokes   interaction  between   the   students.  

Usually,  the  students  take  on  different  roles  and  take  turns  when  using  the  camera  

for   making   videos   (or   taking   pictures).   One   is   filming   and   the   others   are   being  

recorded.   The   student   operating   the   camera   often   takes   on   the   role   of   the  

interviewer   and   asks   questions,   while   the   other   ones   have   to   answer.   But   the  

interaction  is  not  only  evoked  because  the  students  are  instructed  to  interview  each  

other.  In  many  videos,  which  are  not  related  to  any  particular  task,  the  students  are  

going  around  the  gallery  trying  to  film  their  classmates  and  to  get  them  to  interact.  

Sometimes   this   behaviour   creates   friction   between   the   students   because   some  

children   do   not   want   to   appear   in   the   videos.   In   some   cases,   this   seems   to   be   a  

motivation   for   the   student   operating   the   camera   to   keep   filming   in   order   to   tease  

their  classmates.  This  phenomenon  was  also  found  by  Sharples  (2003),  who  studied  

the  photographic  behaviours  of  children  at  different  ages.    

Despite   these  conflicts,   the  camera   is  a   tool   that  engages  more   than  one  person  at  

the   same   time   and  builds   a   connection  between   the   students  who  use   it   to   create  

something   together.   While   analysing   the   photographs,   it   becomes   apparent   that  

there  is  a  difference  in  the  way  students  take  pictures  of  their  classmates  at  different  

ages.   Younger   children   (Grades   3   and  4)   take  more  photographs   of   their   partners  

posing  than  children  of  the  ages  10-­‐11.  The  photographs  of  older  children  are  more  

focused   on   the   objects.   This   also   supports   the   findings   of   Sharples   (2003)   who  

discovered  that  11-­‐year  olds  tend  to  take  fewer  posed  pictures  and  in  general  fewer  

pictures  of  people  than  children  at  the  age  of  7.    

As  a  play  tool,  the  camera  is  used  by  the  students  to  have  fun.  They  take  pictures  of  

themselves   and   their   classmates   pulling   faces   or   posing   with   museum   objects   or  

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they  simply  play  with  the  functionalities  of  the  camera.  “Playing”  with  the  cameras  

occurs  both  while  the  students  are  completing  tasks  and  when  they  are  engaging  in  

non-­‐task-­‐related   behaviour.   Sometimes   this   playing   with   the   equipment   actually  

supports   the   students’   acquisition   of   ICT   skills   because   they   discover   certain  

functionalities  of  the  cameras  or  tablets.  

While   some   students   clearly   enjoy   filming   themselves   and   play   roles   on   camera,  

there  are  also  students  who  do  not  want  to  be  recorded.  In  some  of  the  videos  it  is  

obvious  that  the  child  on  screen  does  not  feel  comfortable.  They  mumble  something  

–   often  hastily   –   and   then   jump  out   of   the   frame  or   tell   their   partners   to   stop   the  

recording  right  after  they  said  their  text.    

One  of  the  common  concerns  is  that  technologies  in  the  museum  take  the  focus  off  

the  artefacts.  This  is  definitely  not  the  case  in  the  Multimedia  Magic  experience.  The  

camera  is  a  not  a  tool  that  attracts  a  lot  of  attention  to  itself,  like  a  computer  or  a  cell  

phone   for   example.   Rather,   it   provokes   an   activity.   There   is   nothing   to   do  with   a  

camera  but  taking  pictures  or  record  videos  or  audio.  When  the  students  receive  the  

camera,  they  automatically  scan  their  surroundings  for  something  to  take  pictures  of  

or   to   record.   Even   if   they   are   not   following   the   instructed   tasks,   they   show  

explorative  behaviour,  when  they  make  videos  of  the  gallery  or  when  they  are  taking  

pictures   of   objects   that   caught   their   attention.   The   objects   in   a   cultural   history  

museum   are   usually   not   interactive,   like   for   example   the   displays   in   a   science  

museum.  The  camera  gives  the  students  something  to  do,  a  way  to  engage  with  the  

objects  and  at  the  same  time  allows  them  to  produce  content  and  collect  souvenirs.    

   

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4.2 Observation  Although  the  observation  was  conducted  on  a  very  small  scale,  it  allowed  for  gaining  

an  understanding  of  the  different  dynamics  of  the  gallery  activities  and  it  also  helped  

identify  a  few  issues  that  play  a  role  in  the  learning  process.  Moreover,  it  confirmed  

some  findings  from  the  previous  analysis  of  the  students’  media.  

There  are  two  main  problems  with  the  students’  activities  in  the  gallery,  which  had  

already  been  identified  in  the  student-­‐produced  media:  Firstly,  they  tend  to  not  read  

the   instructions  properly  and  secondly,   they   spend   too  much   time  on  each   task   to  

complete  the  whole  trail.  For  most  of  the  activities,  the  students  spent  longer  than  5  

minutes,  often  even  more  than  10  minutes,  so  that  two  of  the  three  observed  groups  

did  not  complete  the  whole  gallery  trail.    

The   students   of   this   school   group   required   a   lot   of   assistance   with   the   technical  

equipment  even  though  they  all  had  an  instruction  sheet  at  hand.  This  shows  again  

that  at  least  the  younger  students  do  not  read  carefully  and  they  rather  go  and  ask  

one  of  the  educators  than  follow  the  instructions  of  the  manual.    

Since   not   a   lot   of   information   can   be   gained   about   the   behaviour   in   between   the  

tasks  from  the  students’  videos  and  audio  recordings,  the  observation  was  valuable  

for  gaining  insight  about  the  dynamics  while  the  students  try  to  find  the  objects  of  

the  gallery  trail.  The  fact  that  they  have  to  find  the  objects,  which  are  displayed  on  

the   tablet   computer   encourages   the   exploration   of   the   gallery   and   elicits  

conversations  between  the  students  about  the  different  objects.  They  are  comparing  

the  different  artefacts  to  the  picture  on  screen  and  therefore  notice  certain  features  

of  the  artefacts  on  display.  Overheard  conversations  included  sentences  like  “They’re  

not   sitting,   it’s   this   one!”,   where   one   of   the   students   points   out   the   right   object   to  

their   partner   who   had   previously   failed   to   find   it.   Finding   the   artefacts   alone  

therefore   trains   the   students’   observational   skills   and   they   realize   that   there   any  

many  different  ways  to  depict  a  meditating  Buddha,  for  example.  

Different  group  dynamics  could  also  be  identified  during  the  observation.  As  already  

established  in  chapter  4.1.2.4,  some  students  are  not  comfortable  acting  in  front  of  

the   camera.   This  was   confirmed  during   the   observation,  when  one   boy   refused   to  

swap  roles  with  his  partner  because  he  did  not  want  to  be  filmed.  

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Explorative   behaviour   could   also   be   observed   during   the   session.  While   trying   to  

find  the  right  objects  in  the  gallery,  the  students  often  get  distracted  by  other  objects  

that   they   find   on   the  way.   This   adds   to   the   fact   that   the   students   run   out   of   time  

before  finishing  their  tasks.    

The   excitement   about   the   digital   cameras   and   the   tablet   computers   was   evident.  

Many   students   asked   if   they   could   keep   the   equipment   and   they   were   clearly  

disappointed  when   they  had   to  give   it  back.  This  excitement   led   to   the   fact   that   in  

one  of   the  observed  groups  a  student  was   initially  more   interested   in  playing  with  

the  camera  than  actually  completing  the  tasks.    

4.3 Interviews  The  following  section  will  highlight  the  most  important  findings  from  the  conducted  

interviews.  It  will  first  highlight  the  most  relevant  issues  raised  during  the  interview  

with   the   teacher   and   then   describe   the   students’   accounts   of   the   museum  

experience.  Subsequently,  the  learning  outcomes  emerged  during  the  interviews  will  

be  summarized.  

4.3.1 Personal  views  on  the  experience  The   interviews   allowed   the   participants   to   tell   their   personal   views   of   the  

experience   at   the   British   Museum.   The   following   section   will   describe   the   main  

topics  discussed  from  the  teacher’s  and  the  students’  perspectives.  

4.3.1.1 Teacher’s  voice  To   provide   a   context   to   the   students’   interview   I   will   first   summarize   the   main  

points  raised  by  the  teacher  during  the  interview.    

Overall,   she   was   very   pleased   with   the   Multimedia   Magic   experience.   In   fact,   the  

activities   exceeded   her   expectations   since   –   in   her   opinion   –   the   information  

material  provided  online  does  not  do  justice  to  the  quality  and  appeal  of  the  session.  

Although   she   had   participated   in   sessions   at   the   British   Museum   before,   and  

regularly   organizes   trips   to   other   institutions   as   well,   her   attitude   towards   class  

visits  to  museums  is  ambivalent:  

Usually   I’m   quite   apprehensive   about   bringing   children   to   the   museum   because  containing  them  and  finding  things  to  keep  them  engaged  is  quite  difficult,  especially  with   the   younger   children.   So   for  me   this   is   an   ideal   opportunity,   or,   ideal  way   to  bring  the  children  to  the  museum  and   let   them  interact  with  the  artefacts.  Not   just  

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going  round  and  me  telling  them  what  they  are.  Them  actually  having  the  resources  to  go  round  and  notice  things  for  themselves,  um,  I  think  is  amazing  in  this  session.  

Coincidently,  she  had  studied  Buddhism  with  her  class  earlier  in  the  term,  when  she  

found  out  that  the  session  at  the  museum  would  be  revolving  around  the  same  topic.  

She   found   this   to   be   a   major   advantage   because   it   made   the   activities   more  

meaningful  for  the  students  and  helped  keep  them  motivated  as  well.  She  concluded  

that   if   she   were   going   to   book   the   same   session   again   in   the   future,   she   would  

certainly  treat  the  subject  in  class  beforehand.    

Apart   from   the   fact   that   the   students   learnt   about   Buddhism   and   had   the  

opportunity   to  engage  with  the  artefacts  on  their  own  terms,  she  stressed  that   the  

acquisition  of  ICT  skills  was  also  a  large  asset  of  the  session:  

There  were  two  areas  of  learning:  Recapping  and  learning  more  about  the  Buddhist  faith  and   the   second  bit  of   learning  was  using,   obviously,   these   ICT  equipments  as  well.  Because  at  school  we  probably  have  about  two  cameras.  That’s  not  enough  for  the  children  to  use  in  this  way.    

Since   for   schools   it   is   usually   too   expensive   to   acquire   enough   equipment,   she  

thought   that   the   session   at   the   British   Museum   was   a   good   opportunity   for   the  

students   to   get   familiar   with   these   technologies.   Despite   her   concerns   before   the  

session   that   the   students   might   struggle   with   the   camera   or   the   computers,   she  

found   that   the   instructions   provided   throughout   the   session   enabled   them   to   use  

them  to  good  effect.    

As  a   follow  up   to   the  visit   she  had  already  planned   for   the  students   to   share   their  

presentations   and   experiences   from   the   museum   at   a   school   assembly   about   a  

month  after  the  visit.  They  will  also  have  to  write  about  their  visit  into  their  learning  

logs,  reflecting  on  what  they  did  and  what  they  learnt  at  the  British  Museum.  

This  interview  –  as  short  as  it  was  –  adds  important  contextual  understanding  to  the  

visit.  The  motivation  and  engagement  of  the  teacher  greatly  influences  the  students’  

learning   experience   and   in   this   case,   the   teacher   was   clearly   concerned   about  

making   the   trip  as  meaningful  and  enjoyable   for   the  students  as  possible.  The   fact  

that  Buddhism  had  already  been  discussed  in  class  also  has  an  influence  on  how  to  

interpret   the   replies   in   the   student   interviews.   Since   the   students   already   had  

previous   knowledge   on   the   subject,   a   difference   has   to   be   made   between   this  

knowledge  being  reinforced  and  new  knowledge  being  acquired  at  the  museum.  

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4.3.1.2 Students’  voices  

Preparations  and  expectations  Even  though  the  students  all  attended  the  same  class,   they  perceived  the  way  they  

were  prepared   for   the  museum  visit  quite  differently.  When  asked   if   their   teacher  

prepared   them   for   the   trip,  most   of   the   students’   first   answer   concerned  practical  

issues,   like   having   a   consent   letter   signed   by   the   parents   and   bringing   a   packed  

lunch.  The  responses  to  the  question,  if  their  teacher  told  them  what  they  were  going  

to  do  at  the  museum  however,  varied.  Some  students  remembered  that  the  teacher  

told   them   they  would   learn   about   Buddhism,   others   recalled   being   told   that   they  

would  use  digital  cameras  and  computers  at  the  museum.  And  some  of  them  did  not  

recall  any  preparation  regarding  the  activities.    

It   proved   difficult   to   get   an   answer   about   their   expectations.   This   seems   to   be   a  

question   better   asked   in   an   interview   before   the   visit,   since  most   of   the   children  

either   did   not   know   what   to   answer   or   they   were   simply   recounting   what   they  

actually   did   at   the   museum.   The   recollections   of   their   expectations   in   retrospect  

were  highly  influenced  by  the  experience  they  had  just  had.  The  ones  who  actually  

did  answer  this  question  gave  quite  general  responses  and  said  they  were  expecting  

to  learn  and  play.    

Some  of   the  students  shared   their  general   conceptions  of  museum;  one  girl   states,  

“British  Museums  have  to  be  quiet  and  calm”.  The   impression   that  museums  should  

be  quiet  places  is  shared  by  another  boy,  who  says  that  their  class  was  too  noisy  for  

the  museum.  Another  boy  described  museums  as  places  with  statues  and  ropes  that  

prevent  the  visitors  from  getting  too  close  to  the  statues  and  as  a  place  where  “they  

can’t  sit  down  anywhere.”    

Even   though   the  students  had   trouble   remembering  what   their  expectations  were,  

some  of  them  recalled  being  surprised  about  certain  things  at  the  museum.  One  boy  

had  expected  that  there  would  only  be  pictures  in  the  museum  and  was  surprised  to  

see   a   gallery   full   of   statues.   The   other   surprises   were   usually   linked   to   the  

technologies  and  the  fact  that  they  were  allowed  to  handle  the  cameras  and  tablets  

autonomously.    

   

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Personal  contexts  and  identity  During  the  interviews,  it  became  apparent  that  the  personality,  the  interests  and  the  

motivation  of  the  students  often  impacted  their  learning  experience,  both  positively  

and  negatively.  

One   of   the   girls   was   quite   a   smart   and   assiduous   student,   who   cared   about  

completing   all   the   tasks   correctly.   Being   used   to   the   clearly   structured   school  

environment,  she  did  not  dare  to  engage  in  behaviour  that  was  not  asked  for  in  the  

instructions  on   the   tablet.  This   girl   had  her   eyes   set   on   the  popular   golden   crown  

(see  chapter  4.1.2.3)  and  she  would  have  liked  to  take  a  picture  of  it:  

SD:   Is   there  anything  that  you  would  have   liked  to  do  or  to  see  at   the  museum  but  you  couldn’t?  […]  

GIRL:   Mh,   to   take   picture   of   the   big   crown,   the   golden   crown,   but   we   couldn’t  because  it  didn’t  say  on  the  tablet  computer  and  we  didn’t  quite  finish.  

Her  aptitude  to  comply  with  the  rules  inhibited  her  from  engaging  with  an  artefact  

that   she  would   have   liked   to   take   a   closer   look   at   and   to   take   a   photograph.   This  

phenomenon  was   already  mentioned   in   a   previous   chapter:   Some   of   the   students  

feel  restricted  by  the  tasks  and  this  hinders  them  from  engaging  with  an  artefact.    

One   boy   had   the   opposite   profile   of   the   girl:   While   she   seemed   very   keen   and  

interested,   he   had   the   opposite   attitude,   answering  most   questions  with   “no”   and  

stating   that   he   didn’t   like   museums.   In   every   school   group,   there   are   certainly  

students  who  are  not  motivated   to  participate   in   any   activities   and   it   is   a   difficult  

task  to  encourage  them  to  engage.  In  this  case,  even  though  the  boy  displayed  a  very  

disinterested  attitude,  he  stated  that  he  did  enjoy  looking  for  the  showcases  with  the  

right  objects.  Also   this  student’s  profile   is  very  common:   In  every  school   there  are  

children,  who  for  some  reason  are  not  motivated  to   learn  and  have  a  disapproving  

attitude   towards   everything   that   seems   educational.   This   example   shows   that  

despite   a   very   negative   attitude,   the   boy   found   an   enjoyable   part   of   the   activity.  

Providing  diverse  ways  of  engaging  with  the  artefacts  is  therefore  very  important  in  

order  to  include  learners  with  different  personalities  and  attitudes.    

Another  observation  derived  from  the  analysis  of  the  student-­‐produced  media  was  

that  some  students  feel  too  shy  to  be  “performing”  for  the  camera.  This  assumption  

was  confirmed  by  some  of  the  interviews.  One  boy  stated  that  his  favourite  part  of  

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the  day  was  using  the  digital  camera  to  take  pictures  and  record  videos.  However,  he  

was  too  shy  to  be  filmed  himself  and  therefore  only  operated  the  camera,  while  his  

partner   had   to   pose   for   the   pictures   and   take   over   the   active   part   in   front   of   the  

camera.  He  admitted  that  his  partner  did  not  know  what  to  say  and  he  had  to  help  

her,  but  the  fact  that  he  could  have  done  a  better  job  at  the  task  than  his  partner,  did  

not  lead  to  his  willingness  to  swap  roles.    

Social  interaction    The   students   viewed   their   visit   to   the   museum   as   a   social   experience   and   the  

interactions  with  their  classmates  played  a  major  role  for  all  of  them.  For  one  boy,  

being  with  his  friends  was  one  of  the  main  reasons  for  his  enjoyment,  and  during  the  

interview  he  told  many  little  episodes  of  how  he  interacted  with  his  team  and  how  

much   fun   they   had   together.  Much   of   the   fun   he  mentioned  was   unrelated   to   the  

tasks  that  they  were  supposed  to  be  completing  during  the  session:  

Boy:  I  was  playing  with  my  friends,  like,  they—I  was  making  funny  things  and  they  kept  laughing.  

However,   the   social   interaction   with   friends   was   not   only   distracting   for   the  

students,  but  in  many  cases  it  actually  supported  or  caused  the  learning  processes.  

The  same  boy  remembered   that  he   found  out  how  to  use   the   tablet   computer  and  

subsequently  showed  other  students  how  it  worked:  

Boy:   Then   I   told  my   friend,   then   he’s   like   “Oh,   I’m   gonna   try   on  mine”   then   he…it  worked  on  everyone’s  and  then  he  was  happy  ‘cause  I  showed  him.  

Another  student  remembered  a  fact  that  her  partner  had  told  her  about  one  of  the  

statues  during  the  gallery  experience:  

Girl:  It  was  meditating,  a  big  bump  on  his  head  and  it  had  flames,  it  was  sitting  over  the…it   was   sitting   behind   the   flames   and   Simeon   said   that   the   flames   represent  wisdom.  

This   shows   that   social   interactions  during   the  activities  do   lead   to   learning,   either  

through   conversations   about   the   objects,   by   students   pointing   out   things   to   their  

partners  or  by  showing  them  how  to  use  the  equipment.  The  recollection  of   learnt  

facts  often  seems  to  be  very  closely  linked  to  the  interactions  taking  place  during  the  

learning   process.   The   students   do   not   only   remember   what   they   learnt,   but   they  

remember  the  conversations  with  their  partner  or  educator  when  they  acquired  the  

knowledge.    

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The   social   aspect   of   the   learning   experience  does  not   end   as   soon  as   the   students  

leave   the   museum.   One   of   the   boys,   for   example,   stated   in   the   interview   that   he  

discussed  the  visit  with  his  friend  on  the  way  home,  sharing  their  experiences  during  

the  visit.    

Technology  as  a  driver  of  learning  One   common   theme   emerged   during   all   the   interviews:   The   students   are   thrilled  

about   the   technology.   For   almost   all   of   them,   their   favourite   part   of   the   day   was  

linked   to   the   cameras,   the   tablets   or   the   computers.   Some   of   them   however   had  

ambivalent   opinions   about   the   tablet   and   the   digital   cameras.  When   asked,  which  

one   of   the   two   they   preferred,   most   students   said   they   preferred   the   tablet  

computer.   But   when   asked   about   their   favourite   part   of   the   day,   many   of   them  

answered  that  they  liked  taking  pictures  most.    

Boy:   The   best   part   of   the   tablet   computers  when…you   got   to   take   pictures   of   the  statues  and  videos  of  yourself.  

This  boy  is  looking  to  explain  what  he  enjoyed  most  about  the  tablet  computer  but  

ends  up  talking  about  the  things  he  could  do  with  the  digital  camera.  Although  the  

tablet  is  the  first  thing  on  his  mind,  it  is  the  camera  that  allowed  him  to  do  the  things  

he  enjoyed  most.  Other   students  also   struggled   to  explain  why   they  enjoyed  using  

the   tablet   computer   and   simply   stated   that   they   liked   that   “you  can   touch   it”.   The  

tablet  seems  to  be  fascinating  and  have  more  of  an  appeal  as  a  device   itself,  but   in  

terms   of   functionalities   the   camera   offers   more   variety.   The   one   unmotivated  

student  mentioned   in   the   previous   chapter,   liked   using   the   tablet   but   did   not   like  

using  the  camera  because  he  “didn’t  know  what  to  say”.  For  him,  using  the  tablet  was  

an  attractive  activity  because  it  did  not  require  any  mental  engagement.    

The   digital   camera   allows   the   students   to   do   fun   activities   –   taking   pictures,  

recording  videos,  etc.,  while  the  tablet  only  provides  instructions  and  information.    

The   technology   allows   the   students   to   explore   the   gallery   on   their   own   terms  

without  having  to  follow  a  teacher  or  tour  guide.  The  teacher  mentioned  this  in  the  

interview  factor  as  well  (see  page  85).  Also,  one  of  the  students  stated  that  she  liked  

being  independent  in  the  gallery:  

Girl:   I   enjoy   doing   about   the   little   laptops   and   computers,   doing   our   own   things.   I  enjoyed  about  that.  

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As   previously   established,   the   camera   is   a   tool   that   facilitates   a   wide   range   of  

interactions  between  the  students  and  the  artefacts  and  between  the  students  and  

their  peers.  These  interactions  support  the  memorability  of  the  experience  and  are  

often  the  triggers  for  the  students  in  helping  them  remember  details  or  learnt  facts  

about  the  artefacts.  

The  cameras  and  the  tablet  computers  are  certainly  the  main  drivers  of  excitement  

during   the   Multimedia   Magic   session   and   this   excitement   can   spill   over   to   other  

parts  of  the  experience  as  well.  The  fact  that  the  technologies  are  used  as  a  tool  to  do  

something   meaningful   or   to   create   content   involving   the   artefacts,   prevents   the  

devices  from  becoming  the  sole  object  of  attention.    

Creating  content  in  the  galleries  is  a  good  way  of  extending  the  learning  experience.  

It   is   important  however,   that   the   students  get   to  keep  at   least   a  part  of   the   things  

they  created.  

Girl:  And  my  favourite  one  was  taking  pictures  because  I  love  taking  pictures,  like,  I  thought  me  and  my  partner,  we  can  keep  it,  and  I  thought  we  can  keep  it  forever    

SD:  The  pictures?  

Girl:  Yeah,  because  I’m  a  good  drawer  with  looking  at  the  pictures  and  tracing…but  I  can’t  do  it  without  the  picture,  so  I  love  pictures.  It’s  quite…it  was  quite  exciting  for  me.  

Several  students  mentioned  the  fact  that  they  enjoyed  having  the  opportunity  to  see  

the   pictures   they   took   in   the   galleries   during   the   afternoon   session.   This   boy,   for  

example,  described  the  process  of  creating  the  glog  and  seeing  the  pictures  they  had  

taken  of  themselves  before  amused  him:  

Boy:   Yeah,  my   friend,   they   picked  me   as   a   picture  meditating!   And   I  was   laughing  ‘cause  I’ve  seen  the  picture.  And  they  put  another  Buddha  that’s  meditating  next  to  my  picture.  

Three   factors   contribute   to   the   successful   integration   of   the   technologies   in   this  

session:  They   create   enjoyment,   they   encourage   a   variety   of   interactions   and   they  

allow   the   students   to   capture   these   interactions  and   to   create   content,  which   they  

can  access  later  on.  All  these  factors  contribute  to  the  motivation  of  the  students  and  

to  the  memorability  of  the  experience.  

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Technical   difficulties,   however,   can   be   discouraging   for   the   students   and   some   of  

them  actually  mentioned   that   they  were   trying   to  accomplish  something  but   it  did  

not  work  properly.  

Girl  1:  And  we  tried  to  take  a  picture  of  that  but  every  time  we  took  a  picture  of  it,  it  came  out  blurry.  

Girl  2:  And  we  had  trouble  making  the  video  with  the  digital  camera  because  every  time  we  tried  to  use  the  microphone  we  still  couldn’t  hear  it.  

Boy  2:  We  had  two  videos  but  one  we  had  to  delete.  There  was  a  problem  with  the  second  one  to  try.  So  we  kept  the  one  that,  just  a  short  one.  That  was  our  best  choice.  

The  blurriness  of  the  picture  is  a  common  problem,  since  the  galleries  are  not  very  

well   lit   and   the   flash   has   to   be   disabled   to   take   pictures   of   objects   in   showcases.  

Especially  for  the  younger  children,  it  is  a  challenge  to  hold  the  camera  very  still  to  

take   a   good  picture.   Problems  with   voice   recordings   and   videos   are  disappointing  

for   the   students,   too.   In   the   cases  mentioned   above,   the   problems  were   solved  by  

having  the  students  record  their  voices  again,  in  a  quiet  room  during  the  afternoon  

session.  However,  if  these  technical  difficulties  are  not  single  cases  but  related  to  the  

quality  of  the  equipment,  this  would  not  be  possible.  This  means  that  it  is  important  

to   provide   equipment   that   works   reliably   in   most   of   the   cases,   otherwise   the  

disappointment   over   poor   results   can   impair   the   positive   experiences   had   in   the  

museum.  

4.3.2 Learning  outcomes  Finding  out  if  children  learnt  something  during  a  museum  visit  is  quite  a  challenging  

task.  The  main  problem  is  that  often  the  learners  themselves  do  not  realise  what  or  

how   much   they   learnt.   Consequently,   asking   the   question   “What   did   you   learn?”  

often  evokes  an  awkward  silence  instead  of  a  clear  answer.  This,  however,  does  not  

mean   that   learning   does   not   take   place.   During   the   course   of   the   interviews,   the  

students   often   revealed   a   gain   in   knowledge   without   being   asked   about   their  

learning   and   sometimes   without   even   realising   it.   Analysing   the   interview  

transcripts,   it   became   apparent   that   besides   a   gain   of   factual   knowledge,   the  

museum  experience  had  impacts  on  other  levels,  too.  The  GLO  framework  developed  

by  Hooper-­‐Greenhill  (2007)  presented  previously  turned  out  to  be  a  suitable  way  of  

grouping  some  of  these  impacts.  The  following  discussion  will  follow  this  framework  

to  structure  the  findings.  

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Knowledge  and  understanding  A  key  goal  of  the  Multimedia  Magic  session  is  to  give  the  students  the  opportunity  to  

experience  and  engage  with  the  artefacts  in  the  gallery.  An  important  question  was  

therefore,  whether  the  students  remembered  any  of  the  objects  they  had  seen  in  the  

museum.  Several  of  the  students  started  talking  about  the  objects  right  away  at  the  

beginning   of   the   interview   when   I   asked   them   to   tell   me   about   their   day   at   the  

British  Museum:  

Girl  1:  I  liked  the  British  Museum,  when  we  were  looking  at  […]  the  five  Buddhas.  My  favourite  Buddha  was   the   one   from   Java.   Cause,   I   liked   it   ‘cause   the   thing   that   it’s  sitting  on,  it  looked  nice  ‘cause  it  had  flames  around  it.  And  it  looked  pretty.  

Girl  2:  I  liked  going  to  the  museum  and  learning  new  things  about  the  Buddha.  I  liked  looking  at  all   the  statues  and  the  Buddha’s  heads  and  I  saw  a  statue  of   the  Buddha  that  was  sitting  on  a  throne  and  there  was  fire  and  there  was  flames  behind  him.   I  liked  that  one  and  it  was  kind  of  small.  

While  for  most  students,  the  gallery  experience  was  the  first  thing  that  came  to  mind  

when   I   asked   them   to   describe   their   visit,   usually   they   started   talking   about   the  

cameras  and  the  tablet  computers  first.  These  two  girls  went  straight  to  describing  

the  artefacts  that  they  saw.  However,  even  if  it  was  not  the  first  thing  on  their  mind,  

all   of   the   other   students   also   remembered   and   could   describe   at   least   one   of   the  

artefacts.  Even  one  boy  who  claimed  that  he  did  not  remember  anything  about  the  

visit   and   who   stated   that   he   did   not   like   museums,   was   able   to   describe   several  

objects  and  even  remembered  some  of  their  case  numbers.  Although  he  did  not  like  

taking  pictures  or  making  the  recordings  because  he  “didn’t  know  what  to  say  about  

it”,   he   did   enjoy   going   around   and   finding   the   artefacts   in   the   gallery,   which   is  

probably   why   he   recalled   the   case   numbers.   This   is   one   example   of   how   the  

memorability   of   the   artefacts   is   closely   linked   to   certain   interactions   or   episodes  

that   the   students   connect   to   it.   In   this   case,   the   interaction   that   caused   the  boy   to  

remember   the   objects  was   searching   for   them   in   the   gallery.   In   order   to   find   the  

right  artefact,  he  had  to  examine  the  picture  displayed  on  the  tablet  and  compare  it  

to   objects   in   the   showcases.   Other   interactions   include   taking   pictures,   making  

videos  or  imitating  the  statues.  When  I  asked  the  students  if  they  remembered  any  

of   the  objects   in   the   gallery,   sometimes   they  were   struggling   to   give   an  answer  at  

first.  In  these  cases,  I  rephrased  the  question,  asking  them  if  they  remembered  any  of  

the  objects  they  took  pictures  or  made  videos  of.  This  always  prompted  the  children  

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to  remember  and  describe  –  often  several  –  artefacts   they  had  seen.  The   following  

example  illustrates  this  phenomenon:  

SD3:  Do  you  remember  any  of  the  objects  that  you  saw  in  the  galleries?    

Boy:  Mh,  no.    

SD:  When   you  were   recording   the   favourite,   do   you   know  which   object   was   your  favourite?    

Boy:  Um,  the  one  what  had,  like,  fires  behind  it.  And  that’s  what  me  and  my  partner  picked  ‘cause  she  says  she  liked  that  and  I  liked  it.  

SD:  Can  you  describe  it  a  little  bit?  

Boy:  She  said,  um,  she   liked   it  because   it  had   flames  around   it  and   I   said   the  same  thing,  as  well.  

In   this   case,   it  was   not   only   the   recording   itself   that  made   the   boy   remember   the  

object,   but   also   the   interaction  with   his   partner   when   they  were   trying   to   pick   a  

favourite  object.  The  students’  memories  are  very  context-­‐bound  and  little  episodes  

like  this  one  make  the  actual  learning  more  memorable.  

Many  of  the  students  remembered  things  through  episodes  that  had  taken  place  in  

the   museum;   conversation   with   others,   physical   engagement   with   artefacts   or  

activities  like  taking  pictures  or  recording  a  video.  This  is  evidence  for  the  episodic  

memory  (Friedenberg & Silverman, 2006)  playing  a  major  role  for  museum  visits.  The  

students   are   not   simply   told   certain   facts,   like   often   the   case   in   a   classroom  

environment,  but   they  get   to  be   involved   in  an  experience.  The   learning  that   takes  

place  is  situated  and  the  new  knowledge  is  tied  to  the  context  of  acquisition.  In  their  

study   about   episodic   memory,   Herbert   and   Burt   (2004)   emphasize   therefore   the  

importance  of  meaningful  and  memorable  experiences  in  order  to  support  students’  

learning.    

Several  students  also  mentioned  how  they  were  imitating  the  objects  in  the  gallery  

and  they  recalled  specific  details  about  the  artefacts,  which  they  had  to  keep  in  mind  

while  copying  them.  

Boy:  There  was   this  statue  where  you  had   to   […]  close  your  eyes  and  copy  what   it  was  doing  without  smiling.  

SD:  Do  you  remember  what  they  looked  like?    

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Boy:  There  was  one  what  didn’t   smile,   one  what   smiled.  And  had  a   little  hat  on   it.  And  you  weren’t  allowed  to  open  your  eyes  or  you  have  to  do  it  again.  

Trying   to   close   one’s   eyes   like   the   Buddha   statues   or   to   sit   like   them   creates   a  

connection   between   the   artefact   and   one’s   own   body,   which   sometimes   causes   a  

different  understanding  of  the  object  than  just  looking  at  it  does.  

When  the  students  described  what  they  learnt  at  the  museum,  a  lot  of  them  referred  

to   information  they  received  in  the  educator-­‐led  seminar  sessions  before  and  after  

the  gallery  exploration.  Most  students  recalled  that   the  Buddhist  statues  contained  

symbols   and   many   also   remembered   correctly   what   those   symbols   stand   for.  

Buddhist  symbols  are,  in  fact,  among  the  main  points  on  the  learning  agenda  of  the  

session.  

Girl:  Third  eye  meant  that,  um,  that  it  could  see  other  things  that  we  can’t  see.  And  its  long   ears   represent   that   he  was   a   prince   and  he  wore  heavy   earrings   that  were—they  were  heavy  earrings   that  pulled  his  ears  so  much  that,  um,   they   turned  really  long.  

Boy   1:   […]   it   protects   itself   from,   thing,   evil.   It—  his   hand   is   in   the   front,   that’s   a,  thing,  a  symbol  of  the  Buddha.  

Boy  2:  When  he  was  meditating,  the  fire  represented  wisdom.  

Others  recalled  that  they  learnt  about  Buddhist  symbols  but  they  couldn’t  remember  

their  meaning.    

The  beginning  of   the  afternoon  session   in   the  Samsung  Digital  Discovery  Centre   is  

dedicated   to   a   presentation,   where   the   students   get   to   see   the   objects   from   the  

gallery  again  and  receive  some  explanations  about   them.  Widely   fascinating  seems  

to  be  the  revelation  that  the  feet  of  an  Indian  Buddha  statue  actually  belonged  to  a  

different  artefact  and  had  only  been  displayed  with  this  statue  to  demonstrate  what  

it  originally   looked   like.  As  can  be  seen   in   the   following  examples,  mostly   the  girls  

recall   this   little   narrative   (without   being   prompted),   and   all   of   them   seem   to   be  

captivated  by  this  fact  and  the  question,  to  which  statue  the  feet  actually  belonged.    

Girl   1:   […]   they   were   feet   from   a   different   Buddha.   And   so   that   they   were   taken  and…and  they  put  them  at  the  bottom  just  ‘cause  they  looked  a  bit  like,  um,  the  feet  from  the  actual,  from  the  Buddha  that  was  standing.  

Girl  2:  […]  and  it  was  so  old  that  the  feet—[…]  on  the  poster,  it  showed  the  feet  but  on  the  statue  it  had  a  different—it  had  different  feet.  

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Girl  3:   […]   there’s,  um,  well   first  of   all  when   I   saw  a  Buddha,   it  didn’t  have   its   feet  and,  um,  Shelley  told  us  it’s—it  doesn’t  belong  to  the  Buddha.  It  belongs  to  another.  But  I’m  interested  which  Buddha.  

Finding  out  a  curious  fact  about  a  statue  that  they  had  seen  in  the  gallery  made  the  

object   so   intriguing   to   these   students   that   a   week   after   the   visit   they   were   still  

pondering  about  it.    

The  majority   of   the   students  were   recalling   the   objects   originating   from   different  

countries   as   well.   Many   of   them   specified   the   object   they   were   talking   about   by  

mentioning  where  it  was  from,  without  being  asked  for  this  information  during  the  

interview:  

Girl:  […]  my  favourite  Buddha  was  the  one  from  Java.  

Boy:   […]   and,   um,   another   one   that   was,   from   Sri   Lanka   […]   and   one   was   from  Thailand.  

The   information   about   the   artefacts’   countries   of   origin   are   available   both   in   the  

presentation  on   the   tablet   computer,  which  guides   the   students   in   the   gallery   and  

mentioned   again   in   the   afternoon   seminar   session.   Judging   by   the   students’  

responses   and   recollections,   the   information   about   the   countries   was   both  

interesting  and  relevant  for  them  and  they  mentally  connected  their  visual  memory  

of  the  object  with  the  geographical  background  facts.  In  one  case,  learning  about  the  

country  actually  raised  a  boy’s  interest  in  an  artefact:  

Boy:  It  was  quite  hard  to  choose  our  favourite  statue  but  when  I  found  out  that  it  was  from  Thailand,   I   got   interested   […]   ’cause   I   knew   that  my   favourite   animal  was   in  Thailand  and  then  I  started  to  listen  […]  how  they  worship  the  Buddha.  

This  example  demonstrates  how  previous  interest  and  knowledge  greatly  influence  

learning  processes  and  in  this  case,  the  interaction  with  an  artefact.  Providing  some  

basic   information  about   the  objects  –   like   their  country  of  origin  –  can  serve  as  an  

“access  point”  for  the  students  to  engage  with  them.    

Not   only   did  many   of   the   students   remember  where   their   favourite   objects   came  

from,  but  they  also  recalled  the  countries  they  went  past  as  they  entered  the  Ancient  

India  gallery.  This  is  in  fact,  the  first  question  the  students  are  supposed  to  answer  

when  gathering   in   the  gallery   in   the  morning.  Possibly,   this  entry  question  has   the  

effect  that  the  students  pay  more  attention  to  the  geographical  locations  during  the  

visit.    

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Although   the   museum   educator’s   presentations   seemed   to   be   the   main   source   of  

factual  learning,  some  students  mentioned  that  they  read  and  learnt  something  from  

the   provided   factsheets,   posters   or   object   labels.   Like   this   girl   talking   about   the  

Buddha’s  third  eye:  

Girl:  I  thought  that  was  his  hair  just  curled  up.  But  I  didn’t  know  it  was  the  third  eye  but  when  I  looked  on  the  posters  it  said  the  third  eye.  I  think  it  represents  wisdom.  

It  turns  out  that  all  the  different  parts  of  the  experience  played  a  role  in  the  students’  

learning.   The   seminar   sessions   as  well   as   the   exploration   of   the   galleries   and   the  

learning   material   provided   all   contributed   in   an   increased   knowledge   or  

understanding  for  at  least  one  of  the  students.    

Attitudes  and  Values  Besides  gaining  specific  knowledge  about  the  artefacts  and  Buddhism  in  general,  the  

experience  had  an  influence  on  the  students’  attitudes  and  values  as  well.    

The   gallery   exploration   is   a   source   of   learning.   The   contact   with   the   artefacts  

provoked   little   learning  of  specific   facts  but   it  allowed  the  students   to  get   to  know  

original  Buddhist  statues  and  understand  their  diversity.  Having  the  opportunity  to  

browse   the   galleries   and   experience   a   wide   range   of   Buddhist   statues   gave   the  

students   a   sense   of   how  different   cultures   have   different   traditions   and   styles   for  

depicting  their  statues.  Several  students  mentioned  that  realisation:  

Boy  1:  I  was  looking  for  so  many  Buddhas,  different  kind  of  Buddhas.  

Boy   2:   Buddhas,   they  meditate  whilst   they’re  walking   and   they   sit   down   and   they  meditate,  there’s  different  kind  of  meditating.  

Girl:  There’s  more   than  one  Buddha.   […]   In   the  British  Museum.  Because   I   thought  there  was  only  Siddhartha  but  there’s  actually  loads.  

Boy  3:  I  thought  all  the  Buddhas  had  the  long  hair  but  I  found  out  not  all  of  them  did.  

The  students  understood  that  Buddhist  statues  varied  from  country  to  country  and  

grasped  the  idea  of  cultural  diversity.  

In  some  cases,  the  attitude  towards  the  objects  actually  changed  during  the  visit  as  

well.  One  boy  recalled  that  he  failed  to  sit  cross-­‐legged  like  the  Buddha  statue,  and  

this  fact  created  a  certain  admiration  for  the  object.  By  trying  to  imitate  it,   the  boy  

realised   how   challenging   it   was   to   hold   a   position   like   this,   which   made   him  

appreciate   the  object  more.  This   shows  how  physical   and  playful   interactions,   like  

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the   imitation   task,  do  have  an   impact  on   the   students’   learning  even   if   it   does  not  

increase   their   factual   knowledge.   This   kind   of   engagement   creates   a   personal  

emotional  connection  rather  than  an  intellectual  one.  

Not   only   were   the   attitudes   towards   the   artefacts   impacted,   but   several   students  

stated  a  change  in  their  attitude  towards  the  museum  as  well.    

Girl   1:   I   thought   it  was  more   fun   than   ever   because…   I  mean,   like,   this   place   is   so  cool!  

Girl  2:  I  found  everything  interesting.  It  was…it  was  a  nice  British  Museum.  And  it—and  it’s  my  favourite  now.  

Learning   experiences   can   also   have   an   influence   on   the   students   on   an   emotional  

level.    

SD:  Have  you   thought  about   the  visit  after  you   left?  Was   there  anything   that  made  you  think  of  the  day  at  the  British  Museum?  

Boy:  It  made  me  feel  happy  

If   an   experience   is   enjoyable,   it   has   a   positive   effect   on   the   students’   feelings,   as  

shown  in  the  previous  example.  A  positive  emotional  connection  with  their  visit  at  

the  museum  is  a  very  valuable  outcome  for  the  institution.    

Activity,  Behaviour  and  Progression  The  previously  described  change  in  attitude  towards  the  museum  also  affected  the  

students’   behaviour   and   their   intended   actions.   Except   for   one,   all   of   the   students  

wanted   to   go   back   to   the  museum   in   the   future   and  most   of   them   answered   the  

question  with  a  lot  of  enthusiasm,  like  this  girl:  

SD:  Would  you  like  to  go  back  to  the  museum?    

Girl:  Yeah,  yeah,  yeah,  I  wanna  stay  there!  

Some  of  the  children  actually  said  they  wanted  to  come  to  the  museum  again  before  I  

even  asked  about  it,  which  shows  that  it  was  an  actual  intention  and  not  prompted  

by  my  question.  The  following,  for  example,  was  the  end  of  one  of  the  interviews:  

SD:  Is  there  anything  else  that  you  would  like  to  add?    

Girl:  Just  one  thing.  When  are  we  gonna  go  back?  

The   gallery   experience   is   restricted   by   space   and   time.   It   takes   place   in   a   small  

section   of   the   museum   and   lasts   only   for   about   30   minutes.   Upon   entering   and  

exiting  the  Ancient  India  gallery,  many  of  the  students  get  a  glimpse  of  the  objects  in  

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other  galleries,  which  seems  to  raise  their  curiosity  and  willingness  to  explore.  When  

I  asked  the  students   if   there  was  something  they  wanted  to  do  at   the  museum  but  

couldn’t,  or  what  they  would  like  to  do  in  the  museum  when  they  go  back,  many  of  

them   answered   that   they   wanted   to   explore   other   areas   of   the   museum.   Some  

children  just  wanted  to  “search  around”  or  see  the  whole  museum,  while  others  had  

specific   objects   or   galleries   in  mind   that   they   would   like   to   see.   Several   students  

mentioned  the  temporary  Hadj  exhibition  and  said  that  they  would  like  to  come  back  

and  visit  it.    

 Many  of  the  students  wanted  to  go  back  to  the  museum  with  their  class  and  do  “fun  

activities”   like   the  Multimedia  Magic  session.  Others  stated   that   they  would   like   to  

bring  their  families  to  the  museum:    

Boy:  I  wanna  show  them  around—and  I  hope  we  don’t  get  lost.    

SD:  […]  And  what  would  you  like  to  do  there?  

Boy:  I  would  like  to  show  them  how  to  work  the  digital  cameras  and  the  tablets  and  to  show  them  how  to  make  a  glogster.  

Sharing   is   another   important   behavioural   outcome   of   learning   experiences.   The  

students   had   an   exciting   experience   in   the  museum   and   they  would   like   to   show  

what   they  did  and   learnt   to   their   friends  and   families.  Almost  all   the  students  said  

they  told  their  families  about  their  museum  visit  after  they  came  home.  

Girl:  And  I’m  telling  my  Mum  what  I  did  and…    

SD:  You  did  tell  your  Mum?    

Girl:  Yeah.  And  she  learnt.    

SD:  What  did  you  tell  her?    

Girl:  I  told  her  about  the—the  Buddhas’  faces  one.  It  was  my  favourite.    

This  girl  told  her  mother  about  the  artefacts  she  saw  and  liked  at  the  museums  and  

she   had   the   feeling   that   she   passed   on   her   newly   gained   knowledge   to   her.  Most  

other   children   told   their   parents   about   the   equipment   they   got   to   use,   the   tablet  

computers  and  the  digital  cameras  especially.  

SD:  Have  you  thought  about  the  visit  after  you  left?    

Girl:  Yeah.  That  it  was  quite  fun  and  I  was  boasting  about  it  with  my  family.    

SD:  What  did  you  tell  them?  

Girl:   I   told   them   that   we   had—that   we   used   a   tablet   computer   and   that   we   used  digital  cameras.  

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This   statement   shows   that   the   girl  was   excited   about   having   used   the   tablets   and  

cameras   and   proudly   told   her   family   about   it   at   home.   This   “boasting”   provoked  

some  of   the  parents   to   consider   taking   their   children   to   the  museum  again  on   the  

weekends.  

Girl:  Yeah,  I  told  my  Mum  and  she  said  she  might  take  me  there  again.  

Boy:   I   told  them  about  the  tablet  computers  and  the  digital  cameras  and  my  father  said  we  could  go  there  all  together.  

These  statements  provide  evidence  that  the  impact  of  the  learning  activity  can  draw  

wider  circles  than  just  the  participating  students.  The  fact  that  they  get  excited  about  

the  experience  and  tell  their  parents  about  it  can  be  the  reason  for  the  whole  family  

to  visit  the  museum  again  in  the  future.  Like  this,  the  students  can  have  a  feeling  of  

familiarity  and  sense  of  ownership  when  they  “show  them  around”  in  the  institution  

that  they  already  know.  

The  willingness  to  share  also  became  evident  when  I  asked  the  students  about  their  

multimedia  presentations.  Only  two  of  the  students  actually  did  get  to  present  their  

glogs  at  the  museum  but  the  majority  would  have  liked  to  present  theirs  if  there  had  

been  time.    

One  girl  actually  enjoyed  creating  the  presentations  so  much  that  she  made  her  own  

glog  at  home:  

My   favourite  part  was   the  glogster  part,  where  you  make  your  own  glogster   and   I  went  on  it  at  home  and  I  actually  made  my  own  one.  […]  But  when  I  went  home,   it  was  hard  to  put  the  website  on,  so  I  tried  to  make  my  own  account  and  then  I  got  to  make  a  poster  on  my  holiday.  

After   learning  how   to   create  a  glog   in   the  Discovery  Centre,   this  girl   felt   confident  

enough   to   make   her   own   at   home.   Another   boy   actually   suggested   incorporating  

glogster   into   the  school  curriculum.  He  clearly   liked  the   learning  experience  at   the  

museum  and   thought   that   glogster   could   also   be   a   suitable   and   enjoyable   tool   for  

creating  presentations  at  school:  

Boy:  Maybe  we  can  do  our  own  glog,  then  show  it  to  the  class  every  week.  

These   examples   show   how   the   museum   experience   influenced   the   students’  

behaviour   and   their   intentions.   It   encouraged   them   to   visit   the  museum   again,   to  

share   their   experiences  with   friends   and   family   and   to  become  active   and  use   the  

tools  that  were  introduced  to  them  in  their  own  time.  

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Enjoyment,  Inspiration  and  Creativity  The   fact   that   the  students  enjoyed   the  museum  visit  became  very  apparent  during  

the   interviews.   Except   one   student,   all   of   them  mentioned   that   they   had   fun   and  

enjoyed   the   activities.   Although   I   am   referring   to   it   as   one   of   Hooper-­‐Greenhill’s  

(2007)   learning  outcomes,  I  see  enjoyment  more  as  a  driver  for  learning  and  action  

rather  than  an  outcome  itself.  It  was  certainly  enjoyment  that  caused  the  students  to  

tell  their  parents  about  their  visit  in  the  way  they  did  and  their  willingness  to  come  

back   to   the  museum   surely   highly   depends   on   the   amount   of   fun   they   had   there.  

Enjoyment   is  also  a  motivational   factor  and  therefore  drives  the  way  that  students  

approach  tasks  during  the  session,  which  again  affects  the  learning  process.  

The  contact  with  the  objects  was  also  inspirational  for  the  students.  Seeing  original  

artefacts  creates  a  certain  sensation  and  several  students  stated  that  they  had  never  

seen   the   Buddha   statues   before   and   therefore,   enjoyed   having   the   opportunity   to  

explore   the   galleries.   Some   of   the   students   revealed   that   their   contact   with   the  

objects  provoked  certain  thoughts  and  ideas.    

Boy:  My  favourite  object  was  the  one  from  Sri  Lanka  and  I  really  liked  it  because  it  would  be  very  cool  if  you  had  a  third  eye.  

This  boy  learnt  about  the  symbolic  third  eye  of  the  Buddha  statue,  which  prompted  

him   to   imagine   how   it   would   be   to   have   one   himself.   Another   girl   said   that   she  

thought  about  the  statues  a  lot  after  the  visit:  

Girl:  Yeah,  I  couldn’t  get  the  Buddhas  out  of  my  mind.    

SD:  What  were  you  thinking  about?    

Girl:  I  was  think—I  was  keeping  on  thinking  about  the  flames  and  the  throne  and  the  closed  eye  in  the  Buddha’s  heads.  And  the  one  that  was  serious  and  saying  stop.  The  heads  just,   like,  they  were,   like,  smiling  a  tiny  bit  but  not  quite  and  their  eyes  were  closed  and  then…they   looked  kind  of  happy.  And  I  couldn’t  get   the  third  eye  out  of  my  mind,  too.  

According   to   Hooper-­‐Greenhill   (2007),   inspiration   occurs   when   learners   get   an  

opportunity  for  explorative  behaviour.  This  seems  to  be  the  case  here,  because  the  

girl  claimed  that  she  could  not  stop  thinking  about  the  different  objects  she  had  seen  

when   browsing   the   gallery.   However,   the   artefacts   were   not   the   only   source   of  

inspiration  –  most  students  were  also  captivated  by  the  technology:  

Girl:  Yeah.  The  big   screen   is  magic.  You  can…’cause  our   screen   is   like   that  but  you  can’t  use  your  finger.  

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Apart   from   inspiration,   new   thoughts   and   ideas,   the   experience   also   generated  

curiosity.  In  the  course  of  the  interview,  several  students  raised  questions  about  the  

museum,  the  artefacts  or  the  technologies  that  they  had  been  pondering  about.  

Girl  1:  What  else  is  in  the  museum?  Instead  of  Buddhism?  

Girl  2:  What  was  on  the  other  side  of  the—circle?  Uh,  what—what  was  that  big  circle  in  the  middle  of  the  floor?    

Boy:  How  did  you  get  the  big  statue  into  the  museum?  

The  two  girls  were  wondering  about  what  else  there  was  to  see  at  the  museum  apart  

from  the  gallery  they  had  visited.  In  addition,  the  boy  remembered  the  size  of  some  

of  the  objects  and  became  curious  about  the  practical  issues  behind  the  installation  

of  the  exhibits.  

Another  girl  recalled  that  there  were  several  objects  with  broken  or  missing  parts,  

and  she  was  trying  to  understand  the  reasoning  behind  the  restorers’  practices.    

Girl:  You  know,  first  of  all  when  we  sat  on  the  floor,  when  we  came  and  the  Buddha’s  hand  wasn’t  there,  why  didn’t  you—why  didn’t  they  do  it  again?  The  Buddha’s  hand?  Again?  Because…    

SD:  What  do  you  mean?    

Girl:  You  know,  first  of  all  we—we  went  down,  we  sat  on  the  floor  and  we  looked  at  the   Buddha   and   […]   And   then   one   of   the   hands   came   off   and  we   couldn’t   see   the  hand  how  was   it.  But   I  am  sure  that—I’m  sure  they  will,   they  will  do   it  again.   I  am  sure.  I  can’t—I  am  sure  they  are  going  to  do  that  hand  again.    

SD:  You  mean  they  are  going  to  fix  it?  

Girl:  Yeah.  And  why  did…  why  did  they,  um,  got  the  different  Buddha’s  feet  when  it  was  standing  and  the  feet  didn’t  belong  to  that  Buddha?  

Curiosity,   like   enjoyment,   is   a   motivator   for   learning.   If   the   students   are   curious  

about  something  they  are  determined  to   find  an  answer,  which  results   in   learning.  

Curiosity   also   influenced   their   intended  behaviour,   since   they  were  willing   to   find  

out  more   about   the  museum’s   contents,   they   said   they   were   planning   on   coming  

back  to  the  museum  to  explore  beyond  the  Ancient  India  gallery.  

Skills  Multimedia  Magic  is  designed  to  teach  ICT  skills  by  allowing  the  students  to  handle  

the  equipment  independently.  Many  students  said  that  they  had  never  used  some  of  

the  technologies  before  and  even  the  ones  who  did  had  the  feeling  that  they  acquired  

new  skills  for  more  complex  functionalities,  like  voice  recordings.  

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Girl:  I   learnt  loads  of  stuff  how…how  to  use  a  digital  camera  and  how  to  use  a  glog.  And  putting  pictures  on  the  posters  and  putting  videos  and  sound  effects  on  it.  

None  of   the  students  was   familiar  with  the  presentation  tool,  glogster,  prior   to  the  

session,   but   they   were   all   able   to   describe   in   detail   how   they   created   their  

presentations   using   the   media   they   had   produced   in   the   galleries.   Aside   from  

learning  how   to   record  videos  and  audio  on   the  digital   cameras,   the   students   also  

gained  some  basic  photography  skills.  Since  they  had  to  take  pictures  in  the  gallery,  

where  a  lot  of  the  objects  are  in  glass  showcases,  they  were  prompted  to  turn  off  the  

flash.    

Girl:  And  then  Simeon  took  a  picture  but  we  had  to  take  off  our  flash  or  else,  if  it  goes  on  flash  you  take  a  picture,  it  will  bounce  back  and  you  won’t  see  anything.  

While   the   teacher   had   the   impression   that   the   children   were   able   to   use   all   the  

equipment  without  major  problems,  most  of  the  students  said  during  the  interviews  

that  they  had  technical  difficulties  and  had  to  look  for  help  from  the  teacher  or  the  

museum  staff.  Although  every  group  is  handed  a  simple  instruction  manual  on  how  

to  switch  on  the  video  or  voice  recording  mode,  most  groups  were  struggling  with  

this  task.    

Boy:  And,  the  problem  was  that  I,  even  though  the  instructions  were  there,  I  couldn’t  put  on  video.  Our  helper  Lucy  put  it  on  for  me.  

Despite  the  struggle  with  the  equipment,  the  students  felt   like  they  improved  their  

ICT   skills   during   the  museum  visit.   Especially   for   younger   students,   it   is   probably  

inevitable   to   have   teachers   and  museum   staff   or   volunteers   present   in   the   gallery  

who  help  with  the  technical  issues  and  facilitate  the  acquisition  of  new  skills.  

   

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4.4 Conclusions:  Connecting  process  and  outcome  The   engagements   observed   during   the  Multimedia  Magic   sessions   are   categorized  

following  Perry’s  (2012)  framework  in  Figure  13.  It  is  likely  that  the  students  engage  

in  more  ways  than  the  ones  listed  here,  but  these  are  the  interactions  derived  from  

the  available  data.  

 Figure  13  -­‐  Engagement  in  the  gallery  

For  a  well-­‐balanced  museum  experience,   it   is   important  that  the  students  have  the  

possibility   to   engage   in   diverse   ways.   The   different   categories   of   engagement  

complement  each  other  and  allow  for  students  with  diverse   learning  profiles  to  be  

involved  in  the  experience.  Not  every  student  engages  in  all  four  ways  equally,  there  

are  some  who  are  more  physically   than   intellectually  engaged,  and  some  are  more  

emotionally  than  physically  engaged,  but  overall,  all  ways  of  engaging  can  and  will  

occur  during  this  session.  

Figure   14   summarizes   the   learning   outcomes   according   to   the   GLO   framework  

identified  during  the  research.  The  interviews  with  the  students  revealed  a  variety  

of   impacts   that   the   Multimedia   Magic   session   has   not   only   on   the   students’  

enjoyment   but   also   on   the   students’   knowledge,   their   skills,   attitudes   and   their  

behaviour.  

Physical  

• Exploration  • Observation  • Handling  technologies  

Emotional  

• Curiosity  •  Inspiration  • Amusement  • Excitement  

Intellectual  

• Description  •  Interpretation  • Comparison  •  Imagination  

Social  

•  Interviewing  • Peer-­‐learning  • Discussion  • Collaboration  • Teacher  mediation  

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 Figure  14  -­‐  GLOs  of  Multimedia  Magic  

Having  described  the  process  and  the  outcome  of  the  Multimedia  Magic  experience,  

Figure  15  now  illustrates  how  the  two  are  connected.  Clearly,  the  way  that  students  

engage  during  an  educational  activity  determines  the  learning  outcomes.  Of  course,  

it   is   not   possible   to   match   each   engagement   with   a   specific   learning   outcome,  

especially  because  the  experience  as  a  whole  is  too  complex  to  isolate  the  different  

engagements   that  way.  However,   the   arrows   in   the   graphic   show   the   connections  

that  could  be  identified  in  this  study.  The  list  is  not  exhaustive  and  other  connections  

are  very  likely  to  exist,  but  they  were  not  revealed  during  the  course  of  this  research.  

It   is   fairly   obvious   that   intellectual   engagement   is   required   for   the   acquisition   of  

knowledge.  Several  students  talked  about  the  seminar  sessions  and  the  things  they  

learnt   there,   which   is   one   example   of   gaining   knowledge   through   intellectual  

engagement.   Also,   for   the   development   of   skills,   intellectual   engagement   is  

necessary,   although   for   the   gaining   of   ICT   skills   during   this   session,   physical  

engagement   also   plays   a   role.   By   handling   the   technology   and   trying   out   their  

functionalities   the   students   probably   gain  more   skills   than   by   simply   listening   to  

Knowlegde  and  Understanding  Knowing  artefacts  

and  their  countries  of  origin  

Buddhist  symbols  Story  of  Buddha  

 

Skills  ICT  Skills  

Photography  techniques  

Attitudes  and  Values  

Cultural  diversity  Positive  attitude  

towards  the  museum  Sense  of  ownership  

 

Enjoyment,  Inspiration  and  Creativity  

Fun  and  excitement  Curiosity  Emotional  connection  

Activity,  Behaviour  and  Progression  

Using  tools  at  home/at  school  

Willingness  to  visit  again  Sharing  

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explanations.  

 

Figure  15  -­‐  Impact  of  engagements  on  learning  outcomes  

Physical   engagement   also   produced   knowledge   and   understanding:   By   moving  

around  the  gallery  and  exploring  the  different  artefacts,  several  students  developed  

a  sense  for  the  diversity  of  Buddhist  culture.  In  many  cases,  the  emotional  side  of  the  

students’   experience   was   dominated   by   excitement   over   the   technologies.   This  

excitement  obviously  led  them  to  enjoy  the  activities,  to  share  their  experience  with  

their  families  at  home  and  to  develop  a  positive  attitude  towards  the  museum  that  

made  them  want  to  repeat  their  visit.  Some  students  were  even  motivated  enough  to  

use   their   newly   acquired   technical   skills   at   home   to   create   their   own  multimedia  

poster.   The   students’   social   engagement   led   to   the   acquisition   of   knowledge   and  

skills   in   those   cases   where   peer   teaching   took   place.   Aside   from   that,   the   social  

interactions   with   their   friends   contributed   to   the   students’   enjoyment   of   the  

experience  and  in  some  cases  to  creative  approaches  for  solving  the  tasks.  

A   remaining   question   is,   what   role   do   the   technologies   play   in   this   engagement-­‐

outcome-­‐relation.   Especially   the   integration   of   cameras   in   the   gallery   experience,  

influences   the   students’   behaviour   and   engagement,   although   interactions   like  

imitation,   interviewing,   role-­‐playing   and   interpretive   behaviour   etc.   would   be  

possible  without  the  camera,   too.  However,   I  am  convinced  that  the   fact   that  these  

Knowledge  and  Understanding  

Skills  

Attitudes  and    Values  

Enjoyment,  Inspiration  and  Creativity  

Activity,  Behaviour    and  Progression  

Intellectual    Engagement  

Physical  Engagement  

Emotional  Engagement  

Social  Engagement  

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interactions   were   recorded   has   a   major   influence   on   the   students’   intrinsic   and  

extrinsic   motivation   to   complete   the   tasks.   The   same   logic   applies   to   the   more  

traditional   approach   of   distributing  worksheets   for   the   students   to   complete:   The  

students   could   also   complete   tasks   and   answer   questions   without   writing   down  

anything,  but  if  there  is  no  way  to  prove  that  and  how  they  did  their  work,  it  is  very  

questionable  if  they  would.  The  fact  of  having  a  physical  outcome  of  their  efforts  (in  

this  case  in  form  of  photographs,  videos,  etc.)  is  both  rewarding  to  the  students  and  

even  if  the  teachers  does  not  “control”  the  work,  the  fact  that  they  could,  pushes  the  

students  to  produce  something.  Consequently,  the  camera  itself  does  not  enable  the  

interactions   with   the   artefacts   themselves,   but   it   allows   for   turning   them   into   a  

structured   educational   activity  by   recording   them  and  producing   visual   and   audio  

material  that  can  be  used  for  sharing  and  for  meaningful  activities  later  on.    

   

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5 Conclusions  5.1 Objectives:  Summary  of  findings  

Engagement  with  the  artefacts  The  engagement  with  the  artefacts  occurs  on  an  intellectual,  physical  and  emotional  

level.  The   intellectual  engagement  of   the  students  can  be  derived  from  the  way  the  

students   talk  about   the  artefacts:  Aside   from  describing   them  as   instructed  by   the  

tasks,  the  students  also  demonstrate  typical  interpretive  approaches  of  beginner  art  

viewers   (compare  Housen’s   (2002)   stages   of   aesthetic   development).   The   students  

do  not  possess  expert  knowledge  or   scientific   jargon,  but   they  still  manage   to   talk  

about   the   artefacts,   by   comparing   the   features   of   different   objects,   by   employing  

their  imagination,  describing  the  effect  that  an  artefact  has  on  them  or  by  stating  an  

opinion  about  the  artefact’s  appearance  or  quality  and  value.    

By   describing   how   an   artefact   affects   them,   the   students   sometimes   reveal   their  

emotional   engagement   as   well.   They   get   inspired,   amused   or   they   are   scared   of  

certain   aspects   of   the   objects   or   they   discover   personal   connections   to   their   own  

body,  their  interests  or  experience.  

The   possibilities   for   physical   engagement   with   the   artefacts   are   fairly   limited.   In  

contrast  to  displays  in  science  museums,  where  visitors  can  push  buttons  or  engage  

in  other  hands-­‐on  activities,  the  objects  in  the  British  Museum  are  not  to  be  touched.  

Accordingly,   most   of   the   students’   physical   interactions   are   limited   to   walking  

around   the   objects   or   getting   close   to   them   for   examination   or   for   pointing   out  

details.   The   physical   engagement   that   proved   to   be   supportive   for   the   students’  

learning  process  is  the  imitation  of  the  artefacts.  Re-­‐enacting  the  posture  of  statues  

with  their  own  bodies  can  lead  to  a  deeper  understanding  and  personal  appreciation  

of  the  objects.  

The  fact  that  this  variety  of  interactions  is  taking  place  during  the  gallery  experience  

suggests  that  the  technologies  used  during  the  session  are  not  distracting  from  the  

artefacts,  but  rather,  they  are  encouraging  an  active  engagement.  

Behaviour  in  the  gallery  The   students’   behaviour   in   the   gallery   is  marked   by   their   social   interactions  with  

their   peers.   Complex   fruitful   social   interactions,   i.e.   conversations   among   the  

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students   that   involve   an   exchange   of   ideas   concerning   the   learning   topics   are  

relatively  rare.  Peer  teaching,  however  does  occur,  even  though  on  a  simpler   level,  

for  example  by  students  showing  their  peers  how  to  use  the  camera  or  pointing  out  

certain   features   of   artefacts   to   their   classmates.  Modelling   of   behaviours   is   also   a  

very   common   phenomenon,   both   within   the   group   and   across   different   groups.  

Conflicts   usually   occur  when   the   groups   are   unbalanced,   i.e.   when   one   student   is  

trying   to   take   over   control   or   if   one   student   does   not   participate   or   contribute  

anything.  In  general,  the  students  solve  their  tasks  collaboratively,  they  tend  to  share  

the  equipment  and  they  usually  enjoy  the  fact  that  they  can  work  with  their  friends.  

Other  notable  behaviours  are  the  approaches  of  the  students  to  solve  tasks  and  how  

they  make  use   of   the   technologies   in   order   to  do   so.   Especially   the  digital   camera  

provokes  certain  behaviours,  like  role-­‐play,  pretending  to  be  a  TV  or  radio  reporter,  

interviewing   classmates,   etc.   Especially   when   students   are   engaging   in   behaviour  

that  is  not  asked  for  in  the  instructions,  their  natural  conduct  and  intuitions  become  

apparent.   They   tend   to   explore   the   galleries   while   spending   little   time   with   each  

individual   artefact   but   getting   a   sense   of   the   diversity   of   the   objects   on   display.  

Often,  the  students  get  hooked  by  one  of  the  displays,  which  causes  them  to  read  the  

label  and  spend  more  time  looking  at  it.  

Learning  outcomes  The   learning  outcomes  of   the  Multimedia  Magic  session  cover  all   five  categories  of  

Hooper-­‐Greenhill’s  (2007)  framework.  Factual  knowledge  about  the  artefacts  and  the  

meaning   of   Buddhist   symbols   was  mainly   acquired   during   the   afternoon   seminar  

session.  The  gallery  exploration,  however,  gave  the  students  an  understanding  of  the  

diversity  of  Buddhist  culture  and  its  artefacts.  The  students  did  gain  technical  skills  

as  well:   For  many  of   them,   it  was   the   first   time  using   a   tablet   computer  or  digital  

camera  for  recordings,  and  although  most  groups  required  help  with  the  equipment,  

they   felt   confident   that   they   learnt  how   to  use   it.  None  of   them  had  ever  used   the  

glogster   tool   for  multimedia  presentations  before,  and  after   the  session  they  could  

all  describe  how  it  worked,  and  some  of  them  were  even  able  to  use  it  on  their  own  

at  home.  The  emotional  outcomes  of  the  experience  are  generally  very  positive,  with  

all   of   the   students   being   very   excited   about   the   technologies.   This   also   created  

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favourable   opinions   of   the   British   Museum   and   a   willingness   to   share   the  

experiences  with  friends  and  family  and  to  go  back  for  another  visit  in  the  future.  

The  role  of  the  technologies  Aside   from   the   fact   that   the   students   gained   ICT   skills   by  handling   the   equipment  

during  the  session,  the  digital  technologies  also  contributed  to  other  aspects  of  the  

students’  learning  process.  They  played  a  role  both  in  the  way  the  students  engaged  

during  the  session  and  they  contributed  to  the  impact  of  the  educational  experience.  

While  the  tablet  computer  contributed  relatively   little  to  the  students’  engagement  

with   the   artefacts,   the   camera   allowed   for   numerous   interactions   and   creative  

approaches  to  solving  the  tasks.    

Concerning   the   learning   outcomes,   the  main   contribution   of   the   technologies  was  

not   the   acquisition   of   factual   knowledge,   which   was   mostly   gained   during   the  

educator-­‐led   seminar   sessions.  However,   the  digital   devices   contributed   greatly   to  

the   students’   enjoyment   of   the   activities   and   also   raised   the   memorability   of   the  

experience.  Being  active  in  the  gallery  taking  pictures  and  making  videos  of  objects  

certainly  influenced  the  way  the  students  remembered  certain  artefacts.    

The  presence  of   the  digital   technologies  did  not   inhibit  authentic  experiences  with  

the   artefacts   but   they   augmented   them  by   suggesting   various  ways   of   interaction.  

The  strength  of  the  digital  camera  as  a  learning  tool  is  the  fact  that  it  is  not  used  for  

content  delivery  but  for  content  creation,  which  puts  the  students  in  an  active  rather  

than   a   passive,   receiving   role.   The   produced   content   can   then   be   used   for   an  

extended   experience   and   further   educational   activities   and   they   both   serve   the  

students  as  a  souvenir  and  enable  them  to  share  their  experience.  

5.2 Insights  and  recommendations  

Complementing  digital  with  analogue  and  excitement  with  quiet  Even   though   the   technologies   used   in   the   museum   session   are   not   the   “latest  

gadgets”,  they  bring  a  huge  appeal  to  the  experience.  The  exploration  of  the  gallery  is  

crucial   in   order   to   give   the   students   the   opportunity   to   experience   a   variety   of  

artefacts.  This  part  of  the  educational  session,  however,  is  not  a  suitable  moment  for  

imparting  factual  knowledge.  The  students  are  excited  about  moving  in  the  gallery,  

finding   the   objects   –   being   active   –   and   they   are   not   very   perceptive   for   any  

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information.   During   the   Multimedia   Magic   session,   the   students   barely   read   the  

instructions   on   the   tablet   computer   properly,  much   less  would   they   be  willing   to  

read   longer   texts   about  Buddhism.  Most   students   remembered  more  of   the   things  

that  educator  told  them  in  the  afternoon  session  than  what  they  read  on  the  tablets  

or   the   object   labels.   This   suggests   that   using   digital   technologies   for   content  

delivery,  as  described  by  Frohberg  et  al.  (2009)  is  not  very  effective,  at  least  not  for  

this  age  group.    

In  order  to  transmit  knowledge  with  the  students  being  focused  and  attentive,   it   is  

advisable   to   include  quieter  parts   in   the  session   in  a  place  with   fewer  distractions  

where  the  students  can  sit  down,  relax  and  listen.  These  seminar  sessions,  however,  

are  not  only  important  to  increase  the  students’   factual  knowledge.  They  also  have  

an   influence   on   the   students’   engagement   with   the   artefacts.   Learning   intriguing  

facts  about  an  object  increases  the  children’s  interest  and  curiosity  noticeably,  which  

makes  them  more  memorable.  

The   two  parts  of   the  experience  seem  to  complement  each  other  well:  The  gallery  

trail   causes   excitement,   fun,   inspiration   and   playful   engagement   with   objects.   It  

allows   the   students   to   be   active,   to   be   independent   and   to   experience   the   objects  

more   than   learning   about   them.   The   seminar   sessions   affirm   the   things   that   the  

students   saw   in   the   gallery   and   back   the   gained   impressions   with   relevant  

information  and  factual  knowledge  to  make  them  meaningful  and  memorable.    

Accounting  for  exploration  time    Giving   the  students  enough  time   for   the   tasks   in   the  gallery  allows  them  to  have  a  

look   around   and  discover   things   they   like.   Several   of   the   students  mentioned   that  

they  would  have   liked  to  see  or  do  something  more,  but  they  didn’t  have  the  time.  

Running  around  exploring  the  gallery  and  getting  acquainted  with  the  environment  

is  a  very  commonly  observed  behaviour  among  the  students  and  in  order  for  them  

to  be  able  to  complete  all  of  the  tasks  it  is  advisable  to  account  for  some  extra  time.  

As   can  be   seen   in   the   students’   videos,   the   free  exploration  also   resulted   in  object  

engagement,  and  during  the   interviews  several  students  mentioned  that   they   liked  

artefacts  that  were  not  included  in  the  gallery  trail.  Even  though  free  exploration  is  

desired   by   the   students   and   does   evoke   engagement   with   the   exhibits,   a   time  

constraint  is  still  advisable.  Kisiel  (2006)  found  that    

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Short   explorations   found   most   kids   engaged   most   of   the   time.   However,   as   the  engagement   continued,   student   exploration   behavior   sometimes   decayed   into   less  productive  behaviors.  (p.  443)  

Balancing  guidance  and  free-­‐choice    The  quality  of  experiences  in  museums  is  certainly  dependent  on  the  design  of  the  

educational   activities.   The   use   of   technologies   alone   is   not   the   reason   for   a  more  

successful   learning   experience.   However,   the   technologies   allow   for   new   ways   of  

interacting   with   artefacts,   creating   content   and   sharing   the   experience.   These  

potentials   have   to   be   embraced   by   museum   educators   in   order   to   make   digital  

activities  meaningful.    

In  the  instructional  design,  it  is  important  to  think  about  the  amount  of  free  choice  

that   the   students   are   supposed   to   have.   Especially   for   younger   students,   clear  

instructions   and   guidance   is   indispensable   for   keeping   them   focused   and   for  

encouraging   them   to   engage  with   the   artefacts   and   the   subject  matter.  On   the   flip  

side,  it  is  also  important  not  to  restrict  them  too  much  or  to  suggest  that  there  is  only  

one  way   of   solving   a   task   correctly.   A  museum   is   a  more   open   and   unstructured  

learning  environment  than  a  school  and  the  activities  can  reflect  this  without  having  

to   give   total   control   to   the   students.   When   the   students   are   supposed   to   engage  

cognitively   with   an   artefact   to   train   their   interpretive   behaviour   and   critical  

thinking,   questions   asked   should   not   suggest   that   there   is   one   right   (one-­‐word)  

answer.    

Keeping  it  simple  One  strength  of  the  Multimedia  Magic  experience  is  the  simplicity  of  the  tasks  in  the  

gallery.  Completing  the  trail  does  not  require  complex   interactions  with  the  digital  

tools,  which  prevents   the  students   from  getting  distracted  and   focusing  all  of   their  

attention   on   the   devices.   As   Patten   et   al.   (2006)   already   stated   in   their   review   of  

educational  handheld  applications,    

there  is  no  correlation  between  a  complex  solution  and  an  appropriate  educational  solution;   the  most   interesting   applications   to   date   facilitate   learners   to   look   away  from   their   screen   in   order   to   engage   with   their   surroundings   and   peers;   these  applications  are  particularly  suited  for  learning.  (p.  299)  

Even   though   technology  becomes   increasingly  more  powerful   and  multifunctional,  

this   rule  still  holds   true.   It   is  not  about   the  complexity  of   the   functionalities  of   the  

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device,  but  about  whether  it  allows  for  meaningful  interactions  with  the  context.  The  

case   of  Multimedia  Magic   shows   that   activities   like   taking   pictures   and   recording  

videos   with   simple   digital   cameras   can   successfully   drive   learning   and   create   an  

exciting  and  enjoyable  experience.    

Evaluating  process  and  outcomes  Emphasising   both   the   process   of   the   activities   and   their   outcomes   is   a   valuable  

approach   to  gain  a   full  understanding  of   an  educational  program.   It   allows   for   the  

identification  of  the  drivers  of  certain  learning  outcomes  and  does  not  only  indicate  

the  success  or  failure  of  a  program,  but  can  also  give  insight  into  the  reasons  of  said  

failure  or  success.  For  a  deeper  understanding,  this  evaluation  should  be  carried  on  

over  a  longer  period  of  time,  actually  matching  the  process  and  outcomes  of  several  

sessions  in  order  to  conduct  a  comparative  study.  

   

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5.3 Further  research  As  it  is  usually  the  case  in  research,  this  study  opened  up  many  directions  for  further  

investigations.    

The  question  of  the  level  of  choice  could  be  further  investigated.  Experimenting  with  

the  question  design   could  give   interesting   insights  as   to  whether  more  open   tasks  

evoke   more   creative   solutions   or   rather   create   perplexity   among   the   students.  

Especially   comparative   studies   that   highlight   the   appropriate   level   of   choice   for  

different   age   groups   could   be   a   worthwhile   approach   to   deepen   this   topic   of  

research.  

Since  the  interviews  in  this  study  were  only  conducted  with  one  school  group,  more  

extensive  research  could  be  conducted  on  the  fascination  of  the  technology.  Students  

from  different  social  backgrounds  and  different  age  groups  might  react  more  or  less  

enthusiastic  about  using  the  technology  at  the  museum  and  it  would  be  interesting  

to  find  out  how  much  this  factor  influences  the  learning  experiences.  

Another  issue  to  investigate  is  the  pre-­‐visit  preparation  and  the  post-­‐visit  activities  

that  participating  teachers  organize  for  their  class  and  how  these  activities  affect  the  

learning  of  the  students.  Since  Multimedia  Magic  accounts  for  the  physical  outcome  

(glogster),   which   can   be   used   for   sharing   and   presenting   results   during   a   recap  

session   after   the   visit,   it   would   be   interesting   to   find   out   how   this   potential   is  

actually  used  by  the  teachers.  

   

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7 Appendix  A:  Info  document  sent  to  school  BACKGROUND  As   part   of   my   final   dissertation   to   obtain   a   Master’s   degree   in   Communication   for   Cultural  Heritage   at   the   University   of   Lugano,   Switzerland,   I   am   conducting   research   on   digital  technologies   in  museum   learning   contexts.   In   collaboration  with   the   Samsung  Digital   Learning  Centre  at  the  British  Museum  I  hope  to  collect  data  that  will  allow  a  better  understanding  of  the  benefits   and   challenges   of   using   digital   technologies   for   educational   purposes.   My   research  focuses  on  the  ‘Multimedia  Magic’  learning  sessions  for  school  groups,  which  are  carried  out  by  the  Samsung  Digital  Learning  Centre.    

RESEARCH  QUESTIONS  1. How  does  the  use  of  digital  technologies  support  successful  learning  experiences?    

ü Does  it  encourage  meaningful  interaction  with  the  museum  objects?  ü Does  it  foster  fruitful  social  interaction?  ü Does  it  create  an  attitude  of  motivation  and  enjoyment?  ü Does  it  encourage  a  creative  approach  towards  educational  tasks?  

2. What  are  the  learning  outcomes*  of  the  educational  experience  using  digital  technologies?  

ü Does  the  learning  experience  generate  new  knowledge  or  understanding?  ü Do  participants  acquire  new  skills  (i.e.  IT  skills)?  ü Does  the  learning  experience  create  a  certain  attitude  towards  the  museum?  ü Do  technologies  encourage  the  sharing  of  the  experience?  

METHODOLOGY  For  this  research  I  will  be  collecting  data  during  several  stages  of  the  students’  educational  experience.  

1. OBSERVATION  in  the  Ancient  India  Gallery  

While  the  students  are  completing  the  activity  trail  in  the  gallery,  I  will  be  observing  the  

ü general  attitude  towards  the  activities  and  the  learning  environment  

ü social  interaction  while  completing  the  tasks  

ü role  allocation  within  the  teams  

ü interaction  with  the  objects  in  the  gallery  

ü way  the  students  handle  and  make  use  of  the  technology  

During  this  part  of  the  session  I  will  be  taking  photographs  to  support  and  facilitate  the  analysis  of  my  observations.  

   

*The   analysis   of   the   generic   learning   outcomes   (GLOs)   will   partly   be   based   on   a  learning  framework  that  was  developed  by  the  Museums,  Libraries  &  Archives  Council  to  improve  the  evaluation  methods  and  performance  of  educational  institutions.  For more info: http://www.inspiringlearningforall.gov.uk/

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2. INTERVIEWS  on  site  

While   the   students   are   preparing   their   multimedia   presentations,   I   will   be   conducting   short  (approximately  5  minutes)  semi-­‐structured  interviews  with  10  selected  students.    I  will  aim  to  interview  an  equal  number  of  girls  and  boys;  besides  that  the  students  will  be  selected  randomly.  The  interviews  will  be  voice  recorded  and  transcribed  for  my  research  purposes.    

Interview  Questions  1. Is  this  your  first  time  at  the  British  Museum?  

2. What  did  you  expect  from  your  visit?  Were  you  looking  forward  to  it?  

3. Did  your  teacher  prepare  you  for  this  visit?  How?  

4. Did  you  enjoy  your  visit?  What  was  your  favourite  part  of  the  day?  

5. Was  it  different  from  other  museum  visits?  How?  

6. What  was  the  topic  that  you  learnt  about  today?  What  do  you  think  of  it?  Did  you  

find  it  interesting?  Would  you  like  to  learn  more  about  it?  

7. Have  you  ever  heard  about  it  before?  Where?  

8. Do  you  have  the  feeling  that  you  learnt  anything  new?  What?  

9. Was  there  anything  you  didn’t  like?  

3. INTERVIEWS  7-­‐10  days  after  the  museum  visit  

One   week   after   the   museum   visit   I   will   be   conducting   semi-­‐structured   interviews   (about   15  minutes)  with  the  same  students  back  at  school.  Again,  these  interviews  will  be  voice  recorded  and  transcribed.    

Interview  Questions  1. Tell  me  about  your  day  at  the  British  Museum.  What  did  you  do?    

2. Did  you  enjoy  your  visit?  What  was  your  favourite  part  of  the  day?  

3. Was  there  anything  you  didn’t  like?    

4. Describe  your  experience  in  the  galleries.  Do  you  remember  any  of  the  objects?  

Could  you  describe  them?  Which  object  was  your  favourite?  

5. What  was  the  topic  that  you  learnt  about  on  your  visit?  What  did  you  think  of  it?  Did  

you  find  it  interesting?  Would  you  like  to  learn  more  about  it?  Did  you  learn  anything  

more  about  it  since  then?  

6. Do  you  have  the  feeling  that  you  learnt  anything  new?  What?  

7. Did  you  enjoy  working  with  your  team?  Did  you  have  any  trouble  agreeing  on  

something?  Did  you  take  turns  in  handling  the  camera,  tablet  and  the  PC?  

8. How  was  working  with  the  tablets,  the  cameras  and  the  PCs?  Did  you  enjoy  it?  Did  

you  have  any  trouble  using  them?  Did  you  know  how  to  use  them  before?    

9. Describe  how  you  created  your  presentation.  Are  you  happy  with  the  result?  

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10. Have  you  thought  about  the  visit  after  you  left?  If  yes,  what  made  you  think  of  it?  

11. Did  you  tell  anyone  about  your  visit?  What  did  you  tell  them?  

12. Did  you  get  to  present  your  results  at  the  museum?  (Would  you  have  liked  to  

present  them?)  Did  you  show  your  presentation  to  anyone  after  the  visit?  

13. Is  there  anything  you  would  have  liked  to  do  or  see  at  the  museum  but  couldn’t?  

14. Would  you  like  to  go  back  to  the  museum?  With  your  school  or  with  someone  else?  

What  would  you  like  to  do  there?  

15. Is  there  anything  else  you  would  like  to  add?  

 

DECLARATION  All  data  collected  during  my  research  will  be  treated  confidentially  and  names  will  not  be  used  in  any  of  my  reports.  Pictures  and  recordings  of  participants  will  not  be  published.  

Contact  details  I  am  happy  to  answer  any  questions  or  report  the  results  of  my  research.  Susanna  Doll  Via  Fola  1  CH-­‐6963  Pregassona  

[email protected]  +41  78  848  99  78        

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8 Appendix  B:  Buddhas  at  the  British  Museum  Buddhas  from  around  the  world  Millions  of  people  around  the  world  follow  Buddhism,  the  religion  founded  by  the  Buddha.  Buddhism  began  around  490-­‐410  BC.  Even  though  different  countries  have  different  traditions,  all  of  them  honour  the  Buddha  and  make  statues  of  him.  

Ä Press  the  forward  arrow  and  find  the  five  Buddhas  shown  in  the  pictures.  Take  a  photo  of  each  one.  

Ä Your  favourite  Buddha  Which  Buddha  was  your  favourite?  Find  him  again  and  make  a  voice  recording  on  your  camera.  Your  recording  should  include:  

• What  does  your  favourite  Buddha  looks  like.  Is  he  standing  or  sitting  down?  What  colour  is  he?  Is  he  happy  or  sad?  

• Why  did  you  choose  him  as  your  favourite?  Give  at  least  two  reasons.  

Buddhas  life  &  your  life  Buddha  had  an  interesting  life.  His  father  was  a  rich  king  in  India,  but  Buddha  did  not  want  to  become  a  king.  Instead,  he  left  his  home  searching  for  happiness  that  would  last  forever.  After  a  long  time,  he  found  his  happiness.  He  called  it  Enlightenment.  

Can  you  find  this  picture  in  case  13?  

It  shows  a  scene  from  Buddha’s  life.  He  is  offering  some  dust  with  his  hands  to  show  that  even  someone  without  any  money  can  be  generous.  What  matters  is  that  you  give  freely  from  your  heart.  

Ä Being  generous  Think  of  a  time  when  you  were  generous  to  someone  else.  Make  a  video  interview  with  your  partner  about  what  kind  of  gift  you  gave,  or  wish  you  could  give  to  someone.  

The  Buddha’s  gaze  In  statues  of  Buddha,  the  face  is  very  important.  Artists  try  to  make  his  face  show  peace  and  calm.  When  we  feel  peaceful,  it  is  easier  to  get  along  well  with  others  –  even  people  we  don’t  like.  

Ä Find  the  three  large  heads  of  Buddha  in  case  49.  What  feelings  do  their  faces  show?    Stand  in  front  of  the  heads  and  take  pictures  of  each  other  trying  to  smile  like  the  Buddha.  

Symbolic  Stupas  Stupas  are  Buddhist  monuments.  Their  shape  is  like  the  Buddha’s  body  when  he  sits  cross-­‐legged  in  meditation.  The  different  parts  of  a  Stupa  are  symbols.  Tiny  Stupas  are  put  on  Buddhist  shrines.  

Can  you  find  the  Stupa  near  case  28?  

Ä Buddhists  always  go  around  the  Stupa  in  a  clockwise  direction  –  the  same  way  as  the  hands  of  your  watch  go.  Make  a  video  of  the  Stupa  as  you  walk  in  a  circle  around  it.  Zoom  in  to  show  more  detail.      

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9 Appendix  C:  Gallery  observation  sheet  [Part  1]                   Observer  Initials:  

         

 

Observed  group  Number  of  group  members    

#  girls      

#  boys      

Students’  first  names:  

       

               

 

 

General  comments/notes/overheard  conversations:  

       

                                                                                                                                 

 

   [Part  2]  Observed  activity  

 5  Buddha  pictures      Favourite  Buddha        Stupa        Sit  like  Buddha      Buddha’s  gaze        Being  generous      none  

Approximate  time  spent  on  the  activity    less  than  2  minutes      2-­‐5  minutes        more  than  5  minutes    

Did  the  students  pay  attention  to  the  object(s)?    yes      no  

Did  they…    look  at  it  closely    read  the  label    comment  on  the  object    

 take  pictures    make  a  video    discuss  the  object  with  other  students  

 other:  

       

                 

 

 

Did  the  conversations  involve…    descriptions  of  the  objects’  appearance    judgement  about  the  objects    interpretations/explanations  of  the  objects    links  to  the  students’  personal  life  

 other:  

       

                 

 

 

How  was  the  students’  attitude?    positive    negative    neutral    bored      

 other:  

 

   

     

 

 

 

Did  the  students  have  any  technical  problems?    yes    (Specify:  

 

     

       

)      no