The Department of Artifact Interaction - A Museum Education Learning Model

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    Running Head: THE DEPARTMENT OF ARTIFACT INTERACTION 1

    The Department of Artifact Interaction:

    A Museum Education Learning Model

    July 06, 2012

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    THE DEPARTMENT OF ARTIFACT INTERACTION 2

    Contents

    Abstract ............................................................................................................................................. 3

    Introduction: Efforts to Save Museums from Societal Ambivalence ........................ 3

    The Role of the Museum Education Department .............................................................. 5

    Reimagining Museum Education Departments for the 21 st Century ........................ 9

    Open Content: Shared Historical Authority .................................................................... 19

    Can Museums Protect Authenticity and Broaden Authority? ................................... 21

    Authority as Experience and Environment ...................................................................... 24

    Authentic Artifact Interactions ............................................................................................. 28

    Creating a Positive Reorganization Experience.............................................................. 30

    Coexisting with District, State & Federal Education Guidelines .............................. 33

    Assessing Museum, School & Student Outcomes ........................................................... 36

    Conclusion: Its the Environment, Stupid ........................................................................ 37

    Appendix ........................................................................................................................................ 40

    Works Cited ......................................................................Error! Bookmark not defined.

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    Abstract

    While museums are engaged in rethinking their philosophy and methodology in thewake of budget shortfalls and declining patronage, museum education departmentscontinue to operate according to a curricular-based, behaviorist pedagogy far from

    the informal ideals on which museums were founded. A reimagined museumeducation department focused on open content and social learning would not onlymirror the actions and interests of 21 st Century users, but would better serve themuseums mission of informal learn ing and knowledge sharing. This paper explores alearning model for museum education departments designed around developingrelationships with organized education districts and schools. Through professionaldevelopment programs, users would catalog, orga nize and/or digitize the museumsundocumented collection, and be free to later utilize it in a myriad of media andmethods. The re-imagination of the museum education department is, by extension, are-imagination of the further use of professional development and its application inthe organized education classroom, and the paper explores the impact of such a

    learning model on teaching faculty, students, school districts, and the museum-at-large.

    Introduction: Efforts to Save Museums from Societal Ambivalence

    The societal institution of the museum, a pillar in American culture for close

    to 200 years, faces unprecedented challenges to its survival. As the production and

    distribution of culture, media, information and content shifts from longstanding

    producers to an ever-expanding world of producer-users (Benkler, 2006), museums

    have struggled to keep their audience engaged. Couple that with cuts in federal

    funding, the loss of image and artifact control in an age of digital representations,

    and an erosion of general patrons and supportive members, and the relevancy of

    museums seems under greater scrutiny than ever before.

    Museums, as defined by the federal government in the 2010 Museums &

    Library Services Act, are A public or private nonprofit agenc y or institution

    organized on a permanent basis for essentially educational or aesthetic purposes,

    which, utilizing a professional staff, owns or utilizes tangible objects, cares for them,

    and exhibits them to the public on a regular basis ( S. 3984, 2010). This definition

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    lacks applicable value considering field study of Americans who infrequently visit

    museums, who often find museums and their collections repetitive and dull (George,

    2002). For younger Americans, the museum not only fails to generate interest but

    also lacks authority; Michael Edson, the Web & New Media Director of the

    Smithsonian Institute, noted a recent informal survey of school-age children at a

    Smithsonian museum showed that students had little or no prior knowledge of or

    association with the Smithsonian as a museum, an authority, or even a brand

    (personal communication, March 29, 2012).

    Determined to return the museum not only to popular relevancy but to a

    position of mission-based success, museum professionals and institutional boards

    have created steering communities through accrediting organizations such as the

    American Association of Museums and the New Media Consortium, dedicating

    colloquia, conferences and white papers to produce and debate theories and

    methods on how museums can stave off redundancy and instead re-captivate a

    citizenry. The think tanks are ongoing, but general conclusions from initial

    iterations find the museum has long been an inert space where patrons receive

    information, but lack the opportunity to interact and engage with the information

    (Simon, 2010). This one-sided discourse has never been ideal for patrons, but in a

    time where humans have numerous opportunities to seek and engage content

    through tangible interaction, virtual reality, or an augmented state, popular culture

    has relegated the museum as a societal institution to a mausoleum, a place where

    dead things are buried (Tirrell, 2000). These organizations propose systemic

    changes at the institutional level, encouraging interaction and interchange between

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    the subjects (audience) and the objects (artifacts). At the heart of these efforts to

    boost the museum is a focus on community and technology: museums seek to use

    their bricks and mortar locations as a hub for the engineering of community

    outreach and cultural awareness, and to embrace new media and the digitization of

    content and collections by creating augmented museum exhibits, such as the use of

    QR codes in a bricks and mortar gallery (Hinojo, 2012).

    Interaction has been a rallying cry for museums since technological advances

    allowed for computing devices to be programmed and utilized for rotating gallery

    exhibits (Conn, 2010), though interactive exhibits date back over 100 years (Feher,

    1990), gaining consumer popularity with anthropologic events such as the Worlds

    Fair (Rydell, 1987). In these exhibits, a patron will engage with a technological

    device, following written directions to perform a task with the device. Upon

    utilizing the device, the exhibit provides information either in the form of a result or

    as static text (Heath et al, 2002). Advocates of these exhibits heralded the hands-on

    opportunities in these environments (Allen, 2004), but critics look at the interaction

    as rote and contrived, due to a lack of subject control in determining any aspect of

    the interaction (Anderson, Lucas & Ginns, 2003). Others lament that only a handful

    of the more than 17,000 museums in America have adopted a system of open

    content, where information is ubiquitous and any interested party can interact with

    the subject matter (Benkler, 2006; Lessig, 2008).

    The Role of the Museum Education Department

    Museum education departments are afforded greater interactive

    opportunities with patrons than other departments within the museum due to their

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    educative outreach mission with local schools and districts. Traditionally, museum

    education departments focus their efforts on building curriculum materials to

    compliment lessons and units in community schools, those classes culminating in

    classroom visits where students tour the museum with a guide. Such actions are

    highly regarded in museum and education spaces, where groups point to student

    engagement and pinpoint the museum as a space of informal learning (Kratz &

    Merritt, 2012; Paris, 1997; Kumpulanien & Lipponen, 2011). Museums also keep

    data output records, allowing the ability to track a classrooms interaction with

    artifacts from the curricular stage to the gallery visit, studying such information as

    visits to the departments online materials to the foot traffic produced by the

    education department. For this reason, museum education departments have in

    large withstood the tempest of cutbacks and public resistance.

    Much like the illusion of interactive exhibits, the success of museum

    education departments is debatable. Organizations such as the American

    Association of Museums and the Institute of Museum and Library Services celebrate

    museums as spaces of informal learning (Falk, 2005; Kratz & Merritt, 2012).

    Informal learning, as defined by Schugurensky (2000), is a learning phenomenon

    that occurs outside the confines of traditional education, does not involve

    curriculum, and celebrates the spontaneous tangents of the community of learners.

    The positive outcomes of informal learning share a great deal in common with the

    ideal classroom of education pioneer John Dewey (1938), whose ideal educational

    system would be hands-on, interdisciplinary, and project-based. These theoretical

    learning environments sounds nothing like the learning directed by museum

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    education departments today, based in the same strategies as formal education and,

    even in the exemplar offerings (Kratz & Merritt, 2012), lacks a semblance of

    authentic informal learning.

    Young people want to interact with meaningful content relevant to their lives

    and situations, and want an opportunity to engage with that content in a personal,

    authentic way (Shirky, 2010). These potential patrons want what Marshall

    McLuhan (1963) would have called cool media, or content that requires active

    participation and conscious deliberation due to its modal nature. Cool media is in

    opposition to hot media, content that provides stimulus without conscious

    involvement. Mimi Ito (2008) takes the concept a step further, her research of how

    kids interact with digital content showing that kids want to engage in projects that

    interest them, involve interaction with the content (and often their peers), and in

    projects that are authentic rather than rote. The existing curricular focus in

    museum education and artifact interaction is neither an example of cool media nor

    interactive and authentic.

    While museums fail to provide such opportunities to students, the vast

    majority of educational institutions fail to as well. Existing educational policy

    centers around the study of student outcomes gathered through the aggregation of

    standardized examination data. Recent reauthorizations of the Elementary and

    Secondary Education Act focus heavily on student achievement as defined by

    standardized tests, with school districts and state legislatures linking the results not

    only to student advancement but teacher retention, teacher pay grade, school

    funding, and district oversight. The increase in didactic, behaviorist-based teaching

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    methods coincides with a decrease in positive media attention for public schools,

    which in turn have tailored more of their classroom efforts toward assessment-

    based learning strategies (Emery & Ohanian, 2004).

    Museums thus have an inherent advantage over schools in their ability to

    offer unique and cutting-edge learning opportunities in an authentic informal

    environment. Museums enjoy much less bureaucratic oversight in developing

    projects and events than do elementary and secondary education institutions. Most

    federal agencies and grant associations are more concerned that a museums

    budgeted money affixes to the proper location rather than the content of the

    museums exhibits. In cases where museum displays are provocative and result in

    public outcry, museums by and large weather the negativity without incident.

    Institutionally, museums have a history of developing content, exhibits and models

    at odds with the dominant ideological trends of the time. As the dominant

    ideological trend in education is data-driven via standardized assessment, the

    museum would have a much easier time creating and implementing a learning

    model at pace with cutting-edge educational theory while remaining incongruent to

    formal educational policy.

    Current learning opportunities in museum education may only be informal in

    name, but the potential for informal learning, where students can view and

    experience artifacts of historical or cultural significance, is inherent to the

    institution. The lost of education funding that has resulted in a significant repeal of

    museum field trips removes informal learning opportunities from the education

    experience of many students, predominantly those in middle and lower-class

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    neighborhoods (Blai r, 2008). Some of the nations larger museums, such as the Los

    Angeles County Museum of Art and the San Diego Childrens Discovery Museum,

    provide reduced admissions or shuttled service to the museums. These museums,

    however, are predominantly urban and only provide this charity to proximal

    schools. Moreover, small and moderate-sized museums lack the funding not only to

    provide financial assistance to school districts in their community, but also to

    provide virtual access to their museum through digitized collections on websites or

    tablet applications. The funding gap between large museums and other museums

    continues to widen; while only 5% of museums are considered by the American

    Association of Museums as large, those museums receive more than half of all

    federal funding (Arroyo, 2008). This is not a direct bias of the system, but rather

    one of opportunity; larger museums have staff dedicated to grant writing and

    benefactor development, while smaller museums lack such resources. Despite

    efforts to make the grant-writing process more equitable for smaller museums

    (Institute of Museum & Library Services, 2011), larger museums continue to benefit

    most from grants and gifts (personal communication with Sandra Narva & Tim

    Carrigan of the Institute of Museum & Library Services, March 30, 2012).

    Reimagining Museum Education Departments for the 21 st Century

    Museums must serve two ideologies in order to re-establish and strengthen

    their relationship with organized education. First, museums must reimagine their

    role and mission in society as that of content facilitator rather than gatekeeper.

    Utilizing the museum education department as an arm of innovation and

    organizational change would not only bolster existing theories of the potential

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    emerging role of museums in society, but would also create new opportunities for

    museum relevance in content creation and engaged membership. Second, museums

    must organize their outreach around teacher professional development, specifically

    in the field of History education. Choosing one subject for museum education

    departments to focus their efforts on would appear to preemptively limit museum

    staff in their educative mission, as the notion of museum celebrates interdisciplinary

    study and life. However, focusing efforts on one specific school subject would

    provide museum education staff with a controlled group to test, as well as providing

    school administrators and districts a streamlined purpose to the nature of the

    professional development.

    Both ideologies would be accomplished by museums adopting a symbiotic

    learning model with teachers at educational institutions, focused on interaction and

    interchange between patrons and artifacts, a relationship that would provide

    instruction and benefit to museums, faculty and students.

    1) A museum education department would reimagine their role and mission,

    both as an element of the museum as well as an educational outreach

    institution. This re-imagination would center around two theoretical

    planks: museum content should be provided along the lines of open

    content/access/source initiatives, and patrons should have the

    opportunity for multimodal interaction with the content.

    Most modern museums are hardly different from museums of 20, 50, or even

    200 years ago (Freedman, 2000): halls and galleries display artifacts around a

    central theme, and patrons pass through the space, viewing the works and any

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    content-based information provided by the museum. In this paradigm, the museum

    controls most aspects of the patrons interaction, f rom the supplemental content

    available to the color of the walls in the exhibit halls. While museums organize

    collections in an effort to create a shared narrative for patrons to engage, the

    engagement is passive. Patrons must obey rules to be silent, to not touch displays,

    and to not take pictures of any of the works. In the case that a museum has digital

    representations of their artifacts, the selection is often limited, and usually only

    usable within the museums Intranet. The patrons interaction wi th the museum

    authority is thus adversarial rather than communicative.

    A reimagined museum education department would remove any and all

    vestiges of document authority from its institutional memory. Education

    departments would instead focus on delivering museum content by providing all

    aspects of an artifact to its patron base: biographical information, provenance,

    historical importance, resistance and alternative readings, and the digital image of

    the artifact. This is not to say that the museum would abandon its position as a

    place of expertise and knowledge about its artifacts; rather, the museum would

    remove the block separating it from its patrons, encouraging open communication

    as a way to understand the artifacts effect on viewers, not just provid ing the

    dominant reading of the work. Museum education departments would encourage

    patrons to tinker with artifacts, search out how the artifact affects their world and

    their personal life, and assist patrons in utilizing the artifact in remixing,

    repackaging, reprogramming, and other potential artifact uses.

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    2) The department would move its resources away from creating

    curriculum and leading tours, focusing instead on an interdisciplinary

    learning project for organized educational institutions, specifically K-12

    schools and classrooms. The project would directly affect museum

    information technology services, school districts, school faculty, and

    students. The concrete goal of the project would be to classify, archive

    and digitize existing museum artifacts and create a greater museum

    digital footprint.

    Current museum outreach endeavors predominantly involve curriculum

    creation. Various museum staff take responsibility for researching the works in the

    museums collection, as well as artifacts visiting the spac e as part of revolving

    exhibit, and produce various iterations of content for multiple ages. This content is

    provided to teachers, either through a lecture-based professional development

    session, or via web download. Teachers utilize the curriculum with their students,

    typically not engaged with museum education staff. The staff and teacher re-engage

    to culminate the curricular experience with a guided tour of the museum. In this

    example, content exploration and interaction is limited to the curriculum producer,

    and the only aspect of informal learning would be the museum tour, which given its

    guided nature would not be informal by definition and likely by practice.

    In the reimagined museum education department, staff would not spend

    their time creating a one-size-fits-all curriculum for an artist or exhibit. The

    education staffs primary focus would be on the museums collection of

    undocumented, unclassified and/or undigitized artifacts. A large portion of a

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    museums collection is not on display at t he bricks and mortar museum; curators

    rotate out artifacts based on a series of variables, and many museums have storage

    areas full of unclassified or undocumented artifacts. Small and moderate-sized

    museums lack the ability to document and digitize their collections, and large

    museums lack the ability to classify and archive their expansive collections.

    Through the educational outreach program, this work would be shared among a

    collection of community teachers and students in a model known in museum circles

    as folksonomy and in business parlance as crowdsourcing. These efforts would not

    only provide museums with an expanding database of their artifacts, but would

    provide schools with project-based, real-world experience in research,

    investigation, organization, and digital archiving.

    3) The digitization project would require museum education staff to utilize

    social learning and constructivist teaching methods, understanding their

    role as facilitator rather than lecturer. Staff would need to coordinate the

    concrete project between the museum IT department and various school

    district IT departments, utilize evolving methods of leadership and

    organizational change within the museum and each unique school

    district, and engage in building environments for community-based

    learning allowing exploration, innovation and tinkering to flourish.

    Traditional methods of providing content from an expert to a novice

    incorporate aspects of the lecture, where an individual with knowledge on a topic

    shares such information, often through oral recitation and written handouts.

    Students are expected to retain this information; their recall tested through various

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    means such as oral response, short answer essay, or standardized assessment. In

    current museum practices, the education staffer shares their expert knowledge of an

    artist or exhibit through written curriculum or a tour-based oral lecture. Expert-

    novice interaction is limited to a sender-receiver relationship except in the case of

    qu estions during a tour; however, tours are designed to embody the museums

    narrative on the exhibit or artist, and answers to those questions work to return

    conversation to the predetermined content.

    Teaching, however, is more than the delivery of content. In the reimagined

    museum education department, staff members would remain content specialists, it

    being only one of many portions of their repertoire, which would include but not be

    limited to the following: assisting students in finding information through deductive

    reasoning and inference, coordinating diverse groups of individuals to coalesce

    around the concrete goal of artifact digitization, providing leadership and support to

    learners of varying interest and ability, and engaging in unforeseen learning

    experiences. These human management skills are as important as content

    knowledge, but they allow the education staff to be a content steward, a person for

    whom content is free, ubiquitous, and should be enjoyed by all, rather than a

    content gatekeeper, a person who determines the learning course of action and does

    not veer despite educative opportunities.

    4) Museum staff would work with schools to provide professional

    development training to classroom teachers, building community with

    the teaching faculty around the concrete need of digitized artifacts and

    the abstract desire of inspired students. The professional development

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    would be longitudinal, with the museum educational staff devoted to

    continuing education and faculty support over a period of weeks, months

    or semesters.

    Museum staff would model the classification, organization and

    digitization of artifacts for teachers. Staff would follow up and provide

    authentic, undocumented/undigitized artifacts for teachers to organize,

    archive and digitize, creating a practice space and fulfilling a concrete

    need. Staff would scaffold the experiences for the teachers, working with

    the needs of each teacher to provide primary sources and contextual

    clues so that the teachers would not only be able to classify artifacts but

    understand their importance, as well as understand conservation and

    preservation issues and requirements.

    The existing goal of museum education departments is rolled into outcomes

    produced through museum/student interaction. There is no content interaction

    between museum staff and classroom teachers, design or otherwise. Classroom

    teachers, whose content mastery likely exists in another field, recite the curriculum

    to students within the organized education environment, and in ideal current

    practices would assist the museum tour guide by reminding students of previous

    questions and attempt to tie museum information to other curricular events.

    Realistically, museum staff assume the reins on the group once at the museum,

    relegating the teacher to behavior control or passive observer.

    The decrease in organized education field trip funding has changed the

    museum/education relationship, and the situation should be viewed as an

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    opportunity for more engagement between two distinct yet common professionals:

    the museum educator and the classroom educator. A professional development

    system designed by museum education departments for the benefit of organized

    education teachers would provide teaching faculty with professional development

    hours from a respected institution holding content-specific accreditation. By

    dedicating the bulk of their outreach to constructivist professional development,

    museum educators and teachers would engage and learn through social interaction,

    modeling, goal building and reflection. Teachers would learn not through didactic

    lecture but through project-based interaction, the same style they will teach their

    students.

    5) After an initial series of professional development sessions, teachers

    would take the concepts to their classroom, utilizing the exact same

    methods in their classes as were utilized in professional development:

    modeling the process of identifying, organizing and digitizing artifacts;

    scaffolding the process for students, and encouraging students to later

    utilize the digital image for curated collections, remixes, programming, or

    other manners that show the students understanding of the artifact and

    its place in history.

    Existing teacher professional development practices struggle to provide

    affordance and agency to teachers while supplying information on new

    methodologies and technologies. Most professional development initiatives begin

    and end with the lecture session, giving teachers no space to experiment with the

    information and determine how it can apply to their everyday experience (Slepkov,

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    2008). Without practical and applicable utility, professional development provides

    little return on investment for administrators, teachers and students. Teachers,

    faced with a growing political focus on student test assessment, lack the motivation

    and freedom to apply unique methods to lesson implementation, rendering new

    education trends redundant (Sarason, 1999). If teachers are unable to put

    professional development into their instruction, the effect and purpose of the

    practice is severely limited.

    The re-imagination of the museum education department is, by extension, a

    re-imagination of the further use of professional development and its application in

    the organized education classroom. Through the museu ms professional

    development initiative, teachers are active members of the learning environment,

    expected to wear the numerous hats required of museum education staff. Teachers,

    however, have professional training and experience working with school-age

    children to develop research strategies, work through emerging and unforeseen

    problems, push through stressors and capitalize on successes. Teachers would be

    allowed to fully utilize those skills in this social learning environment, an

    environment dedicated to applied learning that meets and exceeds the standards

    and requirements of school administrators and districts.

    6) Students would provide the artifacts and digital images to the museum

    for use in various incarnations. Students would be encouraged to share

    their remixes, collections, and various uses of the artifact with the

    museum, which would present these various media over their Internet

    platform. Because the project is open access/content/source, students

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    would provide the work to the museum free and clear, and students

    would also have the opportunity to continue working with museum

    artifacts after the school unit was completed.

    Teachers, administrators and educational therapists agree that the display of

    student work is an important part of the growth and maturation of a student

    (Kerman, Kimball & Martin, 1980 ). The application of a students output in a real -

    world scenario provides the student with an added value in and ownership of their

    work. At present, this output is viewable only by the school community. There are

    numerous media outlets available to share personal work, such as YouTube and

    Prezi, but a growing number of schools are restricting the sharing of files and

    projects over these servers. Moreover, the majority of projects created in organized

    educational environments lack utility outside of school walls; a project for a course

    in an American Literature class is designed primarily to garner a grade in the class,

    and that design often renders the project incapable of greater use.

    Projects for the re-imagined museum education department are not designed

    for standardized assessment and data accrual, but rather to produce the tangible

    outcome of an organized and digitized artifact. These projects exist due to

    applicable utility, and inherent in the project is the potential for large-scale audience

    interaction. The classification and organization of the artifacts will be utilized by the

    museum in its database, and the digital images of the artifacts displayed on the

    various museum Internet platforms. When students produce a remix, recreation,

    programming or other manipulation of artifacts, the museum education department

    will work with the student and family to gain all permissions for presentation. Fears

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    of trolling, spamming, bullying or other negativity considered an outcome of social

    media would be mitigated due to the collection existing only at the museum

    Internet, a controlled and moderated space.

    Open Content: Shared Historical Authority

    The first and most important step for museum education departments in the

    adoption of this learning model is to shift existing institutional practices and biases

    away from a content benefactor model to an open content one. Open content, as

    defined by the New Media Consortium, is an educatio nal theory designed to take

    advantage of the Internet as a global dissemination platform for collective

    knowledge and wisdom, and to design learning experiences that maximize the use of

    it (Johnson, Levine, Smith & Stone, 2010). Knowledge-based institutions such as

    schools and museums could shatter the passive paradigm of subject-content

    interaction by opening their information archives to anyone in search of the content,

    according to open content advocates Yochai Benkler (2006) and Lawrence Lessig

    (2008). In an open-content environment, users activate their content interaction

    through a process of search, evaluation and use of specific content; the existence of

    content free of restriction is only one plank in the open content theory. Advocates of

    open content herald the ability for immediate use of resources to provide creativity

    and innovation in content generation and utilization; in Clay Shirkys (2010)

    Cognitive Surplus: Creativity and Generosity in a Connected Age , the growth and

    large-scale adoption of the World Wide Web is in large part associated with the

    development and implementation of Apache HTTP Server, a software developed by

    a disparate group of computer scientists and interested parties who provided free

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    and ubiquitous access to their work and coding. By working on the protocol

    software in a transparent fashion, anyone with an interest in the project could

    follow along in the development and tinker on their own, allowing a greater pool of

    technicians and scientists to provide unique viewpoints to the program.

    Open content as a theoretical model for the sharing of information is practical

    due to recent rapid technological improvements leading to an opportune price point

    for individuals to engage with limitless information. In The Wealth of Networks

    (2006), Benkler argues that projects like Apache HTTP Server, Wikipedia, or

    SETI@home exist and have thrived only because the cost to produce no longer

    exceeds the opportunity threshold, allowing a commons of global possibility to

    engage a topic and, through their collective knowledge, create a product of greater

    value and authenticity than the traditional purveyors of media. For Benkler, success

    is in the utilization and evolution of open source/content/access initiatives: over

    half of all web servers utilize Apache code; Wikipedia has challenged and/or

    supplanted reputable encyclopedias such as World Book and Encyclopedia

    Britannica, and over 3,000,000 people currently use their personal cognitive surplus

    and their computers RAM surplus to assist Berkeley scientists with the SETI

    initiative. In education, the recent proliferation of Massive Open Online Courses,

    known colloquially as MOOCs, are a viable arm of course production for higher

    education because of the numerous low-cost options for personal computing, falling

    price of institutional bandwidth, ease of textual and video content streaming,

    proliferation of social media outlets, and cultural familiarity with online learning

    management systems. MOOCs exist in a time where the economic, social and

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    cultural price of engagement has fallen substantially, allowing such an initiative to

    gain traction with high volume and relatively low overhead.

    The prototype for MOOCs originated in 2008 as a selection of University-level

    courses based around a broad subject such as Human-Computer Interaction

    (CCK08 - The Distributed Course , 2012). Content was disseminated in real-time

    through a mixture of forum discussion, student contribution, social media, and

    instructor guidance. As the professor collects and aggregates student response and

    interest, the shape of the MOOC changes, and learning opportunities evolve due to

    current events, student interests, and the artifacts created by course students via

    blogs, discussion boards, social media, etc. The instructor works to facilitate the

    emerging themes of the course with seminal authors and texts in the field, applying

    both to current events and dominant course ideologies, questioning and

    deliberating through the experience. The end result is an education experience built

    as much from the wisdom of the crowd as from the course instructor, whose

    authority now comes not from content mastery but from content application.

    Can Museums Protect Authenticity and Broaden Authority?

    The loss of content mastery is a heightened fear in museums, exacerbated by

    the relationship between authority and authenticity. Museums, historically a

    reputable location adorned with authentic artifacts, have felt the threat of artifact

    forgery since before museums were institutionalized, when churches, governments

    and private collectors held such items. The value of an artifact depended solely on

    its authenticity, and the link between artifacts and culture created a paradox: if the

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    artifact is not authentic, what becomes of that culture? As profiteers worked during

    the Renaissance to create facsimiles of sculpture and painting, artifact stewards

    cherished provenance and authenticity, and protected it at great length. As the

    original stewards gave way to the museum institutions of today, the fear of forgery

    was coupled with technologically enhanced reproduction. This fear is echoed in

    Walter Benjamins (1936) essay The Work of Art in the Age of Mechanical

    Reproduction , one of the first critical looks at the intersection of artifacts and

    technology. Benjamin states that not only does the modern printing press allow for

    near seamless reproduction of artifacts, but the ease and speed of reproduction

    would devalue art and render the question of authenticity moot. This postulate,

    what Benjamin called the aura of art, has been soundly defeated by cultural

    theorists and art critics alike; one need only look at the works of Van Gogh to see the

    exponential increase in value in his authentic work congruent with the rise in

    reproductions (Davis, 2008).

    Despite evidence to the contrary, museums continue to fear the loss of

    artifact authority, those fears inadvertently stoked by the offerings of visual and

    cultural theorists. Marshall McLuhan (1962) saw an emerging global village 30

    years before the World Wide Web, and predicted its rise would match the fall of

    visual culture; John Berger (1972) declared a full separation of the work of art from

    its image due to televised reproduction during the 1960s and 1970s, and Lessig

    (2008) questioned the importance and value of the actual artifact in a digital society.

    While none of these critics set out to heighten anxiety, their words resonated with

    innovators and theorists in a progressive fashion while solidifying the fears of

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    established views, a predicament McLuhan referred to as a want to live in the safety

    of the known rather than on the wave of the unknown (1964). Museums, bound up

    in protecting authority throughout their history of preserving artifacts, continue to

    associate their role as protectors despite their interest as purveyors.

    Museums also ignore the central points of theorists like Benjamin, McLuhan,

    Berger and Lessig, none of whom argue that artifacts are unimportant. Quite the

    contrary, all three agree with the importance of artifacts, but understand that

    society has evolved past isolated information into a Web of contextual content.

    Their thought, in accordance with the beliefs of open content, is that the meanings of

    an artifact are interdependent to the artifact itself, an approach to artifact

    interaction known as reception theory. In reception theory, the intention of the

    artifact is only one possible reading and interpretation of the artifacts meaning.

    The authors intention is only one element of an artifacts dominan t or hegemonic

    level, the interpretation shaped by the dominant popular culture of the time (Hall,

    1973). For artifacts in museums, it is the hegemonic level of the artifact that most

    often results in its categorization. However, there are other readings of artifacts

    that are determined by the audience member interacting with the artifact: the

    negotiated level, where the individual accepts many aspects of the author or

    dominant popular interpretation, but challenges those assumptions in certain

    situations; and the counter-hegemonic, where the individual understands but

    rejects the author or dominant popular interpretation, bringing an oppositional

    framework to interpret the icon and thus creating meaning along a separate strata.

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    Authority as Experience and Environment

    Negotiated and counter-hegemonic readings are proof of the relativity of

    content and the importance of context and shared understanding. Individuals

    interpret content based on their existing knowledge, current environment and prior

    experiences. The result of that synthesis is the individual experience. The

    interaction of individual experiences is shared experience, and common shared

    experience results in the creation of community, culture and environment. This

    focus on community and environment is central to the learning theories utilized in

    this practical museum model, stemming most notably from the work of Russian

    psychologist Lev Vygotsky (1978). For Vygotsky, environment is the foundation of

    learning; a childs development is interdep endent to his environment. Therefore,

    tools ranging from a chair to a language system are social constructions, and

    children utilize these tools to interact with their environment. The transition from

    external tool use to internalization marks the graduation to higher-level thinking;

    however, any and all levels of thinking remain socially constructed. Didactic content

    dispersal negates the contextualization of content as well as the contents

    interaction with individual and group environments.

    Vygotsky s theories are evident in the more practical work of Albert Bandura

    (1977), whose research into the methods in which people learn best resulted in the

    development of Social Learning Theory. Social Learning Theory puts great

    emphasis on the interaction of community members in any environment, where

    members of different skills and vocations gain cues from one another in how to

    behave and produce action. Individuals with less knowledge in a given area pay

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    greater attention to those with more knowledge, rigorously noting their efforts so as

    to model them for later success. Such a model requires focus, an attention to detail,

    and motivation from the viewer, but such variables are rarely questioned in social

    learning theory environments due to the inherent motivating effects of authentic

    community.

    In the reimagined museum, the museum educator would emerge as an expert

    or respected member of the community, whether the community be a group of

    teachers in professional development or a group of students in the classroom.

    Learning would not be administered in a top-down fashion from expert to novices,

    but rather in an experiential setting, where all members worked on the project, and

    the expert would not only model proper protocol for project elements, but also

    assist novices through various means and mechanisms which Bandura referred to

    as scaffolding. In the digital archive project, an expert could scaffold an artifact for a

    novice by suggesting Internet search terms for research, spurring debate on the

    artifacts origin through response -directed questions, or point to the methods of

    other individuals and groups in determining artifact origin. Novices would work

    with numerous artifacts in the unit, gaining comfort in the process of classification,

    organization and digitization as they gained experience. This process is what

    Vygotsky (1978) called the Zone of Proximal Development, a learning space

    between requiring assistance to complete a task and self-sufficiency on task

    completion. In the museum digitization project, self-sufficiency would not mean a

    student could identify, classify and digitize any artifact, but rather have the tools to

    interact with the artifact in an authentic and meaningful way.

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    One of the central tenants in Social Learning Theory is the role of the expert

    as facilitator. Novices look to the expert for information, and it would be nave to

    expect that the only information shared is curriculum designed and sponsored by

    the institution. The expert must therefore strive to create an open and positive

    environment, understanding that all students bring their own individual

    environments to the shared community, and that the shared community is a unique

    environment of the moment. It would also be nave to believe that the expert-novice

    relationship is a one-way transmitter-receiver relationship. Educators who can shift

    their paradigm from gatekeeper to facilitator, whether museum or school-based,

    will have greater agency to assist students in their learning endeavors. By opening

    up the notion of educator to a person who doesnt have to be in front of the room to

    lead the room, the expert will be able to see how various approaches to content

    facilitation and assistance affect various students, experiencing their own growth in

    a zone of proximal development.

    Novices and experts could be members of multiple communities, and their

    role in one community could be as expert, in another a novice. Such fluctuation

    based on the needs and goals of the community is one of the markings of a

    Community of Practice, where a group of like-minded individuals coalesce around a

    domain, or a specific area of interest (Lave & Wenger, 1991). The members of this

    community have a practical interest in the topical area. The interest in the topic and

    a gathering of information on the topic does not make a community; this

    information must be utilized in some fashion, and must be shared with others.

    Rules of the community are generated by the community and shaped by the specific

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    needs of the content area and the practical use of the information. The community

    runs through the sharing of information and motivation, the encouragement of new

    members, and engagement in problem solving. Central to a Community of Practice

    is the relationship between community members as transmitter-receiver and

    receiver-transmitter at the same time. To apply the model of a Community of

    Practice to the earlier discussion of Massive Open Online Courses, a MOOC by

    definition is not necessarily a Community of Practice; despite having thousands of

    individuals utilizing the Internet to engage around a singular topic, the learning

    endeavor is solitary if there is no social interaction or authentic sharing of content

    and tangential information. However, a MOOC that grows over the course of the

    semester, spurred by community discussions and insight and geared around

    problem solving and field application, would be an authentic Community of Practice.

    The growth of museum education departments from cloistered mausoleums

    to thriving enterprises of open content and social learning theory would be well

    spurred by the fostering of Communities of Practice. Numerous communities would

    be at play within the reimagined space: each individual school classroom working

    on a digitization project for the museum, the various teacher professional

    development communities working to understand and provide assistance to their

    students, and the museum education department as a whole would exist to gather,

    share and apply information to a series of community-defined goals. The success of

    these communities will depend on the museums ability to embr ace open content

    and encourage the shaping of culture and environment to happen without direct

    control over the artifact.

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    Authentic Artifact Interactions

    If the museums mission is to remain a relevant place for education and

    informal learning, the museum must reach out to people as part of a community, a

    community created by making individuals part of the museum experience. Open

    access, social learning theory and communities of practice are three methods in

    which the reimagined museum would seek to increase awareness, knowledge,

    agency and interest in the museum, with those abstract goals buffered by the

    concrete creation of digital artifacts and eventual remixes. There can be no

    community and no common goal if the organization is designed as a God of

    knowledge rather than a servant to it. Prior implementations of technology-

    enhanced museum outreach did not shift the organizational paradigm, keeping the

    museum as the purveyor of content and authority, with the patron a passive agent.

    The technological aspect of the museum was the automated exhibit, most often a

    computer-driven accessory to the artifact or theme of the gallery. Automated

    exhibits allow patrons to interact with the museum through hands-on experience:

    this could be following prompts on a computer terminal, pressing buttons or pulling

    levers to engage a science experiment, or even using mobile technology to scan a QR

    code to access further information on a topic. These actions are hands-on, but the

    relationship between the museum and patron remains transmitter-receiver.

    Technology that continues to serve the existing paradigm of the museum cannot

    help the museum reinvent its place in society.

    Museum education staff must understand the innumerate alternative

    readings and reactions to artifacts prior to engaging school districts and teachers

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    with the professional development outreach. The spirit of narrative inquiry and

    reception theory must exist within the technological advances of the community, or

    the advances are window dressing. Allowing teachers and students to play a

    practical role in the development of the museum through artifact classification,

    organization and digitization is practical application of technology as a constructive

    and social medium for education and outreach, meeting the goal of informal

    learning for museums while serving organized education with unique alternative

    History education methods. The increase in museum interest and content

    consumption is linked to the final stage of the learning model: the personal

    curation, exhibition, remixing, repackaging, and use of digitized artifacts in

    productive manners.

    Most educational computing looks at the computer as a tool that changes the

    delivery of existing content, not the experience of the content (Ostashewski, Reid &

    Moisey, 2009). This reality is a far cry from the vision of Seymour Papert, who saw

    the intersection of children and computing as a device to spur educational agency

    among a traditionally ambivalent audience: the powerful contribution of the new

    technologies in the enhancement of learning is the creation of personal media

    capable of supporting a wide range of intellectual styles (Papert, 1991). Papert

    created Logo, software that combined mathematical equations with a visual

    interface, as an example of media creation and applied learning. Unlike most

    educational software, Logo did not repackage math fact assessment, but rather

    required its users to apply math facts in order to create art with the programs

    cursor, called a turtle. Similar personal media software exists in use today, such as

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    the MIT Media Labs Scratch and Carnegie Mellons Alice, but both focus their efforts

    on STEM-based subjects, and only recently have picked up slight traction in

    organized education. A focus on personal media creation, through the utility of a

    museum and with the result of website publication, would provide a technological

    boost to history and humanities education, with a concrete result showing the

    learning journey of the creator. Through platforms and applications including but

    not limited non-linear digital editing, graphics editing platforms, web development,

    and sandbox games such as Minecraft, students would fully immerse themselves in

    the content of the unit, creating their own artifacts in a reaction to the artifacts from

    the museum space. The exploration of content is natural for teenagers (Ito, 2008),

    and similar projects involving open content and social media have produced

    remarkable results, whether it be web design, bringing a cause to light, or even

    helping feed homeless people (Shirky, 2010).

    Creating a Positive Reorganization Experience

    Transitioning the museum, its staff and its institutional memory from an

    organization of controlled content to a community of open content is a daunting

    endeavor. Museums are traditionally inert organizations (personal communication

    with Nina Simon, November 02, 2011), and initiatives to overhaul existing practices

    for seemingly radical and destructive ones could be overwhelming to the institution.

    Museum administrators must tread carefully with changes; as the change focuses on

    the method of outreach rather than the mission of the institution, leadership will be

    charged with reframing the museum both for staff as well as patrons (Bolman &

    Deal, 2003). Museums are, at their heart, educational institutions. The longstanding

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    goal of museums is not only to determine, display and preserve artifacts of cultural

    and historical significance, but also to present them and the information

    surrounding them through informal means and methods. The father of modern

    museums in America, James Smithson, provided the foundation for what became the

    Smithsonian Institute in order for the general public to ha ve a place for the increase

    and diffusion of knowledge ( Ewing, 2007). This mission is as much a part of the

    reimagined museum as it is a part of the present museum. Framing the change as a

    method to better serve individuals through greater outreach and sharing of content

    will excite some and frighten others; leadership must establish the frame and hold

    true to it, and work with staff to ease the transition, understanding that trepidation

    of those uncertain of the new focus, and appreciating the role of all existing museum

    staff. Everett Rogers (2003) notes in his theory on the diffusion of innovation, the

    path of accepting a project or model happens along a bell curve, with 2/3 of people

    engaging and accepting the model at the time when the idea has fully broken into

    the popular culture of the discipline. While leadership might want the entire staff to

    jump head- first into the new model, Rogers theory shows that only a sixth of staff

    will truly accept the idea at first; however, it is the work of those people that helps

    make the idea palatable, and later engaging for the rest of the team.

    Rogers diffusion of innovation is an apt model for the expected acceptance of

    this model in formal educational institutions. At the heart of this model is a belief

    that access to museums should be available to all students, and American museums

    should have the ability to work with schools and districts both to provide the

    content and knowledge of the museum, but also to digitize their collection.

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    However, current educational practice encourages standardized measurement,

    behaviorist learning, and STEM subjects. Schools struggling with budgetary

    measures are unlikely to adopt a learning model focusing on concrete measurement,

    constructivist learning, and subjects predominantly in the humanities and social

    sciences. Instead, the innovative schools adopting this model will likely be affluent

    institutions that have not seen a decline in humanities courses, field trips, or

    classroom funding. According to Rogers, however, this is a natural process for

    innovative ideas. Early adopters of projects and partnerships are wealthier and

    better educated than the general population. The initiative will spread to the

    general population if it has relative advantage, is compatible, easily observable, easy

    to implement and isn't too complex.

    Museums must remain cognizant of the ethical issues in the initial

    development of the reimagined museum education department. The reimagined

    museum education departments design takes great ste ps to provide museum access

    to school districts through the use of technology and open content. While Rogers

    makes a pragmatic argument to accept initial trials of the learning model in

    environments of affluence and means, such a trial is, from the ethical perspective of

    access, counter to the purpose of the learning model. Ethical decisions should not

    be justified on a singular perspective (Hosmer, 2010); therefore, museums should

    engage local schools and districts in the projects merits and applicable connections

    to existing educational policy and public perception therein. Finding a school

    and/or district that lacks the financial means to engage in traditional museum

    programs but has an engaged faculty and supportive administration would meet the

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    ideal mission of the program, regardless of whether or not the technological abilities

    were cutting-edge nor the importance of standardized tests in meeting state and

    federal guidelines

    Coexisting with District, State & Federal Education Guidelines

    A working relationship between museums and educational spaces includes

    the elements to gain traction with museums and school districts alike; it makes

    sense on an ideological level, as both institutions are designed to promote learning,

    and it limits financial risk on both sides of the partnership. However, the informal

    learning mission of museums stands in stark contrast to current federal and state

    educational policy, as well as private trends in educational pedagogy. Recent

    reauthorizations of the Elementary and Secondary Education Act focus heavily on

    student achievement as defined by standardized tests, to the point that school

    districts and state legislatures have redefined teacher retention and pay to student

    achievement as defined by standardized tests, as well as many charter schools that

    herald success in student achievement defining said achievement by standardized

    tests. This path has the support of textbook publishers, state and federal education

    departments, and is one of the rare instances of bipartisan support in the 112 th

    Congress. In all likelihood, the near future of public education in America will be

    dominated by an allegiance to the aggregation and collation of data collected

    through standardized assessment (Hannaway & Mittleman, 2011).

    While educational policy currently does not support informal or

    constructivist learning methods, trends in federal policy support the combined

    efforts of government organizations and free enterprise, known colloquially as

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    public-private partnerships. In a public-private partnership, a governmental

    organization contracts with a private sector company to produce or provide a

    government-based service. Historically, partnerships in America have focused on

    tangible infrastructure, but the growth of charter schools over the last 15 years, as

    well as the influx of teachers trained through Teach for America, can be attributed to

    educational public-private partnerships. Both the Republican and Democratic

    committees for the House of Representatives Education Committee have noted

    public-private partnerships as areas of importance in their versions of the 2013

    Elementary and Secondary Education Act reauthorization (personal communication

    with staffers Michelle Varnhagen and Daniel Brown of the House Education &

    Workforce committee March 27, 2012), as well as places for government to

    encourage growth. A public-private partnership between museums and educational

    institutions would be germane to such policy matters. Schools and districts would

    be working with institutions accredited by national and/or international bodies,

    providing recognition and authenticity for the projects. Teachers would also benefit

    from the partnership, with noteworthy and accredited organizations providing the

    professional development and subsequent awards and certificates, increasing

    tangible experience and resume content.

    With disparate objectives for the various stakeholders in the partnership,

    each community of practice will need to determine its own goals in a manner that

    gives voice to all involved and understands the necessary terminology as well as the

    fears of the group. The model of team-building and organizational change that best

    sets objectives, details a step-by-step plan of action, and provides members with

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    voice in the organization, is David Cooperriders Appreciative Inquiry (1987).

    Appreciative Inquiry is an organizational design approach that focuses solely on

    positive elements, setting goals and building ideas rather than determining

    problems and relegating troubleshooting. The team works together to share ideas

    and set goals, and from that experience develops what Cooperrider calls a positive

    core, a host of traits and knowledge centers held by team members and often

    underappreciated in a workplace. This positive core becomes the foundation for the

    mission and journey of the team.

    Developing a positive core in the early stages of the reimagined museum

    (whether in a community of museum staff engaged in reshaping the museum, a

    professional development group, or a classroom of students) is vital to a learning

    model focused on reframing the subject. The reimagined museum works best when

    its members hold knowledge and expertise in a variety of settings. The process of

    organizing, digitizing and curating a museum could involve any academic discipline:

    within one project students could engage with math, computer science, architecture,

    history, music and poetry. The positive core at the heart of Appreciative Inquiry

    provides teachers a connection to various knowledge centers within their

    communities: in the professional development community, one teacher might have

    a background in web development, and in the classroom community, a student

    could be a master at non-linear editing and video footage enhancement. There is

    also an intrinsic worth in the project; a teacher with no interest in museum artifacts

    may start the project with extrinsic motivations for professional development, but

    by sharing personal knowledge centers with the team through the positive core, the

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    teacher would see the numerous and divergent strengths shared by the team, and

    likely see how her strengths and knowledge centers could enhance the community.

    Assessing Museum, School & Student Outcomes

    Creating a system to determine the successes and difficulties of the

    reimagined museum is vital to the continuation of the learning model. Museums,

    like many cultural institutions, have a contentious relationship with assessment

    practices; while museums value aggregate data and the opportunity to utilize it to

    improve practices (Cornell, 2011), there is a longstanding institutional fear of

    relying too heavily on quantitative data that is more user-friendly in both

    compilation and computation but isolates the museum experience to abstracted

    variables (Goulding, 2000). Museums have often relied on case studies as a means

    of research and assessment, but critics look at case study offerings as celebratory

    rather than critical (Dubois & Araujo, 2007).

    The reimagined museum proves to be a tricky model to assess for these

    divergent reasons. For the museum, the concrete objective of this project is the

    creation of a digital footprint for various artifacts: a classification, organization and

    digital image, among other things. However, this project is borne of an abstract goal

    of increased exposure to, engagement with and enthusiasm for the museum. This

    goal could produce false positive or negative results: if student groups complete the

    task to specifics in a rote fashion, the concrete objective may be met but the

    intended outcome would not be positive; likewise, if a group struggled with the

    technological requirements for the project but became engaged with the subject

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    matter and showed their mastery in other aspects, the concrete aspect would be a

    fail but the overall mission of the department would have been a success.

    Design research provides an assessment methodology that grounds the

    project in a concrete objective but also incorporates the voice of all stakeholders in

    the assessment process, a process that begins with the first organizational meeting

    in the museum education department and continues through all other communities:

    teacher professional development, classroom launch, peer-to-peer interaction and

    even patrons who utilize the created artifacts through the museums Internet.

    Through this methodology, the museum can focus its assessment guise on the

    creation of digital artifacts, but has a wealth of information on the progress and

    pitfalls occurring along the way in the learning environments. In viewing the results

    of a school, the museum can incorporate the success of digitization with the field

    notes on teacher practices, student engagement, technical difficulties, need of

    scaffolding, and other variables, and utilize that information to better shape and

    scaffold the next iteration at the next school. Design research advocates note their

    research is environmentally-based and the results of one project hold primary

    significance in that one project and not as an abstracted theory; however, design

    research expects researchers to tinker with systems and situations based on past

    experience in the efforts to continuously improve the model.

    Conclusion: Its the Environment, Stupid

    One of the popular cultural points of technological innovation discussion is

    the development of globalization. Thomas Friedman provided a colloquial account

    of the struggles of wanting prosperity versus holding on to culture in his book The

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    Lexus and the Olive Tree (Friedman, 1999). In this book, Friedman explores both the

    benefits and costs of a world in which commerce and culture can happen half a

    world away at the same time. Whether people wish to drive toward a more

    hegemonic idea of prosperity or keep their cultural institutions and habits is not

    Friedmans primary concern; rather, Friedman notes the importance of seeing the

    world as its own environment, regardless of ideology.

    In each of the learning theories and methodologies utilized to reimagine the

    museum education department, emphasis was placed on environment as a context

    of education. A number of innovative museums have already taken to embracing

    culture, community and environment in their efforts to change (Simon, 2010),

    making their spaces community centers masquerading as museums, where

    individuals are encouraged to share their thoughts and opinions as part of the

    exhibitions. While the efforts are still in their infancy and the communication still

    one-way, these initiatives support the importance of accounting for environment in

    creating a more representative museum space.

    This project proposes a first step into expanding these museum

    environments into the digital realm, free and ubiquitous to the global community.

    The real interactions of staff and teachers and the concrete creations of students will

    be shaped by the past knowledge and experience of all stakeholders and their

    environments, and in working with the artifacts a new community and experience

    will be created alongside the digital artifact. But the community does not end there.

    Once the artifact exists in the museum Internet, to be utilized across various

    platforms in various ways, the community around the artifact will change and so

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    will its interpretation. This could be another place of anxiety for museums and their

    institutional inertia toward letting go of authority. Local community and global

    community do not have to be mutually exclusive, however. The museum must

    remember that its job is as a steward to and facilitator of artifacts and meanings,

    and that informal learning opportunities are not just available during the museums

    normal business hours, but at every moment of the day online. How such an

    informal learning missive enters into the public conscious is up to the museum,

    spearheaded by its education department.

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    Appendix

    Cadre 16 Courses

    Fall 2010 EDLT 725 New Media Literacy P. Sparks, Ph.D.

    EDLT 750 Introduction to Research K. Davis, Ed.D.EDLT 770A Cognition and Technology L. Polin, Ph.D.

    Spring 2011 EDLT 770B Social Learning Theory L. Polin, Ph.D.EDLT 751 Quantitative Research Methods K. Davis, Ed.D.EDLT 762 Innovations and Change M. Goodale, Ed.D.

    Summer 2011 EDLT 760 Global Perspectives on LearningTechnology

    G. Stager, Ph.D.

    EDLT 734 Descriptive Statistics F. Madjidi, Ed.D.

    Fall 2011 EDLT 700 Leadership Theories and Practice F Madjidi, Ed.D.EDLT 727 Knowledge Creation and

    CollaborationL. Polin, Ph.D.

    EDLT 735 Inferential Statistics F. Madjidi, Ed.D.

    Spring 2012 EDLT 752 Qualitative Methods and Analysis L. Polin, Ph.D.EDLT 721 Policy Development P. Sparks, Ph.D.EDLT 724 Ethics and Society K. Rhodes, Ed.D.

    Summer 2012 EDLT 780 Imagining Futures L. Polin, Ph.D.EDLT 726 Emerging Technologies J. McManus, Ph.D.

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    At a time when small and moderate-sized museums struggle with decliningpatronage, propulsion in both the open access movement and open educational

    resources provide an opportunity for museums to bring in new visitors as well asoffer existing patrons greater insight and communication through dynamic contenton the Web. The museum, an archetype of informal and non-formal education, hassteadfastly protected its artifacts and intellectual property since the dawn ofindustrial printing, missing numerous opportunities to engage an ample publicbecause of a fear of lost revenue and authority. Such fears have been provenunfounded by classic and contemporary research, and a select number of museumsare engaging the open access movement to provide patrons with the richness ofdigital museums and their affordances. These projects, such as GLAMWiki andMuseum.Steve, utilize . A logical step in the progression of museums and openaccess is the creation of museum-based MOOCs, short courses provided by themuseum that highlight traveling exhibitions or constant collections. By workingwith its own education department and the various expert