Tuesday, April 01, 2008

AAM Digital Museum Webinar 3: Online Learning and Education

Really looking forward to this webinar. Should be interesting. I forgot my giant over-the-ear headphones at home, so will be using my earbuds.

Yeouch! My earbuds apparently have some kind of higher preset volume than the other headphones. Am frantically messing with volume settings. No luck.

After notes: I like these sessions, but it begins to feel very frantic when I'm trying to listen, read a slide, a chat box, and liveblog it. I wouldn't take anything away, but it's a lot of multitasking at one time. My brain is full.

Notes below the jump

Question 1: How is online learning implemented by museums?
Deb Howes, MOMA: Both museums and the internet focus on Information and Visitors. The internet, however, attracts a more diverse audience than museums can hope to manage. about 50% of participants have twice as many web visitors than museum visitors (but what def. are they using for web visitor?). Web offers formal and informal learning opportunities. Formal roughly equates to passive: reading, viewing, etc. Informal learning roughly equates to active: searching for info? Not sure about this assertion. blog.mode: addressing Fashion.

Victoria and Allegra: Teens as an audience. Do you offer teen programming? Well, not unless you count interns under 20, but that's hardly what they're asking. Hey now! Teens are using the intarwebs, so museums are working with that to get the teens involved. Museum teen sites? Or do we mean teen pages? Walker site has a business side and a play side (the mullet model of websites!)

David Schaller: Games v Game like activities. What is a game? engagement, conflict, rules and outcome. 2 kinds of games: Intrinsic (game play leads to information (fish ecosystem game) game play has constraints of environment (Colonial Williamsburg). Mold gameplay around content. Content centric) and Extrinsic (tic tac toe, memory. Game play not effected by extras (squid instead of Os)) content. Intrinsic is probably a more powerful gameplay experience.

Question/comments: How much of a role does Ed. Dept play in website? MOMA had much involvement. Do teens actually use these specialized sites independently or are directed by teachers? Mix of both. Site marketed to teachers. Teens stumble upon site outside of school at least somewhat.

Question 2: Which online learning environments work for which Audiences?
Allegra and Victoria: MOMA. How teens use the internet. as of 1/2007 55% of 12-17 yos use social network site. 64% create content (12/2007). Girls post more networking and photos; boys more likely to do videos. Teen friendly outreach content, social networking. Science Buzz offers model for online community exchange. Also RedShift Now. Online Video: on MoMA's site, on YouTube. Expansion beyond one site makes it easier for individuals searching for specific content from non-specific sites. Red Studio teen podcast most popular download from MoMA.

Susan Edwards: Getty trust. Who plays digital games? Demographics. Avg age: 33, 1/4 over 50. 38% are women. 81% of teens play computer games. Lifestyle: over half of parents think games are positive. 93% read books/newspapers regularly. 62% attend cultural events, 50% do creative activities.

David: Who play extrinsic content games? has low/no learning curve, low time commitment. Games can introduce collections/promote institution. Who plays intrinsic games? more involved, immersive, meaningful actions, problem solving, can assume new roles/identities, safe environment for exploring/risk-taking. Allow for recreation of rules of nature/society in a contextualized world. More than kids play these games.

Deb: Which online approach works for adults? Asynchronous occurs without a teacher (websurfing). Make sure that your content is well tagged, accessible, and easy to find much information - similar things, but well organized. Synchronous=a class with teachers/learners. Can do in a collab. space/virtual worlds/IM. Simulcasting type things. Combination can be effective, like in a teacher workshop. plan, use high quality, respond to user needs.

Questions/comments: How can you show that your tools/games/experiences help learning? It's hard to evaluate online. could incorporate into game through levels. or just use return stats to indicate success.

Question 3: What are good strategies for beginning and sustaining online learning in museums?

Allegra and Victoria: Teen project, consider the following: Audience, objects, scale, branding/marketing. Teens are attracted to authenticity: No phonies! Resources and scale: free-blogs, wikis, myspace/facebook, youtube, but has costs in terms of staffing, production, and marketing. Build in evaluation.

Susan: Keeping the Games Alive: Maintenance and scalability. Goals/budget/promotion step. Attracting and sustaining learning. scaffolding - keep content fresh, provide opportunities. "Whyville" like 2nd life for kids. Partner to develop. Foster online community: boards, blogs, polls leads to promotion/engagement and feedback in one.

Deb: How to get started and sustain the momentum? Know your free tools! (cough*google*cough). Add online components to existing programs. Keep it going through partnered outreach. Have on-site support. Create lifelong museum learning continuum.

Q&A mode: Oh noes! Can we trust the teens? Moderated posting.
Trying to recreate the physical space is not the greatest method - online is different anyway even in 2nd life. Intrinsic experiences cost a TON $150-400,000. Jeepers. Who funds online learning? Getty has a grant.

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