The Department of Artifact Interaction - A Museum Education Learning Model
Transcript of The Department of Artifact Interaction - A Museum Education Learning Model
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
1/43
Running Head: THE DEPARTMENT OF ARTIFACT INTERACTION 1
The Department of Artifact Interaction:
A Museum Education Learning Model
July 06, 2012
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
2/43
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.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
3/43
THE DEPARTMENT OF ARTIFACT INTERACTION 3
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
4/43
THE DEPARTMENT OF ARTIFACT INTERACTION 4
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
5/43
THE DEPARTMENT OF ARTIFACT INTERACTION 5
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
6/43
THE DEPARTMENT OF ARTIFACT INTERACTION 6
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
7/43
THE DEPARTMENT OF ARTIFACT INTERACTION 7
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
8/43
THE DEPARTMENT OF ARTIFACT INTERACTION 8
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
9/43
THE DEPARTMENT OF ARTIFACT INTERACTION 9
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
10/43
THE DEPARTMENT OF ARTIFACT INTERACTION 10
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
11/43
THE DEPARTMENT OF ARTIFACT INTERACTION 11
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.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
12/43
THE DEPARTMENT OF ARTIFACT INTERACTION 12
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
13/43
THE DEPARTMENT OF ARTIFACT INTERACTION 13
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
14/43
THE DEPARTMENT OF ARTIFACT INTERACTION 14
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
15/43
THE DEPARTMENT OF ARTIFACT INTERACTION 15
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
16/43
THE DEPARTMENT OF ARTIFACT INTERACTION 16
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,
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
17/43
THE DEPARTMENT OF ARTIFACT INTERACTION 17
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
18/43
THE DEPARTMENT OF ARTIFACT INTERACTION 18
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
19/43
THE DEPARTMENT OF ARTIFACT INTERACTION 19
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
20/43
THE DEPARTMENT OF ARTIFACT INTERACTION 20
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
21/43
THE DEPARTMENT OF ARTIFACT INTERACTION 21
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
22/43
THE DEPARTMENT OF ARTIFACT INTERACTION 22
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
23/43
THE DEPARTMENT OF ARTIFACT INTERACTION 23
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.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
24/43
THE DEPARTMENT OF ARTIFACT INTERACTION 24
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
25/43
THE DEPARTMENT OF ARTIFACT INTERACTION 25
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.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
26/43
THE DEPARTMENT OF ARTIFACT INTERACTION 26
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
27/43
THE DEPARTMENT OF ARTIFACT INTERACTION 27
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.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
28/43
THE DEPARTMENT OF ARTIFACT INTERACTION 28
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
29/43
THE DEPARTMENT OF ARTIFACT INTERACTION 29
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
30/43
THE DEPARTMENT OF ARTIFACT INTERACTION 30
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
31/43
THE DEPARTMENT OF ARTIFACT INTERACTION 31
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.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
32/43
THE DEPARTMENT OF ARTIFACT INTERACTION 32
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
33/43
THE DEPARTMENT OF ARTIFACT INTERACTION 33
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
34/43
THE DEPARTMENT OF ARTIFACT INTERACTION 34
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
35/43
THE DEPARTMENT OF ARTIFACT INTERACTION 35
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
36/43
THE DEPARTMENT OF ARTIFACT INTERACTION 36
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
37/43
THE DEPARTMENT OF ARTIFACT INTERACTION 37
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
38/43
THE DEPARTMENT OF ARTIFACT INTERACTION 38
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
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
39/43
THE DEPARTMENT OF ARTIFACT INTERACTION 39
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.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
40/43
THE DEPARTMENT OF ARTIFACT INTERACTION 40
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.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
41/43
THE DEPARTMENT OF ARTIFACT INTERACTION 41
Works Cited
Allen, S. (2004). Designs for learning: Studying science museum exhibits that domore than entertain. Science Education, 88 (S1), S17-S33.
Anderson, D., Lucas, K., & Ginns, I. (2003). Theoretical perspectives on learning in
an informal setting. Journal of Research in Science Teaching, 40 (2), 177-199.Arroyo, L. (2008). Sex, drugs and pirates: The rise of for-profit museums. Museum,10 (6), 62-68.
Bandura, A. (1977). Social learning theory . Englewood Cliffs, NJ: Prentice Hall.Benkler, Y. (2006). The wealth of networks: How social production transforms
markets and freedom. New Haven: Yale University Press.Berger, J. (1972). Ways of seeing. New York: Penguin Books.Blair, E. (Producer). (2008, December 22). All Things Considered. New York and
Washington, DC: National Public Radio.Bolman, L. & Deal, T. (2003). Reframing organizations: Artistry, choice, and
leadership. New York: Jossey-Bass.
CCK08 - The Distributed Course. (n.d.). From The MOOC Guide. Retrieved June 09,2012, from https://sites.google.com/site/themoocguide/3-cck08---the-distributed-course
Conn, S. (2010). Do museums still need objects? Philadelphia: University ofPennsylvania Press.
Cooperrider, D. (1987). Appreciative inquiry in organizational life. Research inOrganizational Change and Development, 1 (1), 129-169.
Cornell, L. & Varnelis, K. (2011). Down the line: The rise and fall of new media in theart world. Frieze, 20 (1), 141-152.
Davis, J. (2008). Questioning The Work of Art in the Age of MechanicalReproduction": A stroll around the Louvre after reading Benjamin.Contemporary Aesthetics, 6 (1). Retrieved June 22, 2012 fromhttp://www.contempaesthetics.org/newvolume/pages/article.php?articleID=493
Dewey, J. (1938). Experience & Education . New York: Touchstone.Dubois, A. & Araujo, L. (2007). Case research in purchasing and supply management:
Opportunities and challenges. Journal of Purchasing and Supply Management,13(3), 170-181.
Emery, K. & Ohanian, S. (2004) Why is corporate America bashing our publicschools? Portsmouth, NH: Heinemann.
Ewing, H. (2007). The lost world of James Smithson: Science, revolution, and thebirth of the Smithsonian. New York: Bloomsbury.
Falk, J. (2005). Free-choice environmental learning: Framing the discussion.Environmental Education Research, 11 (3), 265-280.
Feher, E. (1990). Interactive museum exhibits as tools for learning: explorationswith light. International Journal of Science Education, 12 (1), 35-49.
Freedman, G. (2000). The future of museums. The Museum Journal, 43 (4), 1-21.Friedman, T. (1999). The Lexus and the olive tree. New York: Anchor.George, G. (2002). Historic house museum malaise: A conference considers whats
wrong. Forum Journal, 16 (3), 12-19.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
42/43
THE DEPARTMENT OF ARTIFACT INTERACTION 42
Goulding, C. (2000). The museum environment and the visitor experience.European Journal of Marketing, 34 (3-4), 261-278.
Grunenberg, C. (2000). The modern art museum. In E Barker (Ed.) ContemporaryCultures of Display . New Haven: Yale Press.
Hall, S. (1973). Encoding and decoding in the television discourse . Birmingham, UK:Centre for Contemporary Cultural Studies.Hannaway, J. & Mittleman, J. (2011). Education politics and policy in an era of
evidence. In D. Mitchell, R. Crowson & D. Shipps (Eds.) Shaping EducationPolicy: Power and Process . New York: Routledge.
Heath, C., Luff, P., vom Lehn, D., Hindmarsh, J. & Cleverly, J. (2002). Craftingparticipation: Designing ecologies, configuring experience. VisualCommunication, 1 (1) , 9-33.
Hinojo, A. (May 2012). QRpedia use at Fundaci Mir: A case study. Unpublishedpaper presented at MuseumNext Conference, Barcelona, Spain.
Hosmer, L. (2010). The ethics of management . New York: MacGraw-Hill.
Institute of Museum and Library Services. (2011). Supporting museums servingcommunities: An evaluation of the Museums for America program (IMLS-2009-RFP-09-002). Washington, DC: Government Printing Office.
Ito, M. (2008). Im just a nerd; its not like Im a rock star or anything. In M. Ito, B.Herr-Stephenson, D. Perkel & C. Sims (Eds.) Hanging out, messing around and geeking out: Kids living and learning with new media . Cambridge: MIT Press.
Johnson, L., Levine, A., Smith, R., and Stone, S. (2010). The 2010 Horizon Report .Austin: The New Media Consortium.
Kerman, S., Kimball, T., & Martin, M. (1980). Teacher expectations and studentachievement . Bloomingdale, IN: Phi Delta Kappa.
Kratz, S. & Merritt, E. (2012). On the horizon: Museums and the future of education.In TrendsWatch 2012: Museums and the Pulse of the Future . Washington, DC:American Association of Museums.
Kumpulanien, K., & Lipponen, L. (2011). Crossing boundaries: Harnessing funds ofknowledge in dialogic inquiry across formal and informal learningenvironments. In P. Jarvis (Ed.) The Routledge International Handbook ofLearning . New York: Routledge.
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation .New York: Cambridge Univerity Press.
Lessig, L. (2008). Remix: Making art and commerce thrive in a hybrid economy. NewYork: Penguin Press.
McLuhan, M. (1962). The Gutenberg galaxy: The making of typographic man. Toronto: University of Toronto Press.
McLuhan, M. (1963). Understanding media: The extensions of man . New York:MacGraw-Hill.
Ostashewiski, N., Reid, D. & Moisey, S. (2009). Applying constructionist principles toonline teacher professional development. The Internatational Review ofResearch in Open and Distance Learning, 12 (6), 140-161.
Papert, S. (1994). The children's machine: Rethinking school in the age of thecomputer. New York: Basic Books.
-
8/12/2019 The Department of Artifact Interaction - A Museum Education Learning Model
43/43
THE DEPARTMENT OF ARTIFACT INTERACTION 43
Paris, S. (1997). Situated motivation and informal learning. The Journal of MuseumEducation, 22 (2-3), 22-27.
Rogers, Everett M. (2003). Diffusion of Innovations 5th Edition (5th ed.). New York:Free Press.
Rydell, R. (1987). All the worlds a fair: Visions of empire at American i nternational
expositions, 1876-1916. Chicago: University of Chicago Press.S. 3984 --111th Congress: Museum and Library Services Act of 2010. (2010). InGovTrack.us (database of federal legislation). Retrieved fromhttp://www.govtrack.us/congress/bills/111/s3984
Sarason, S. (1999). Teaching as performing art. New York: Teachers College Press. Schugurensky, D. (2000). The forms of informal learning: Towards a
conceptualization of the field (OISE/UT Working Paper 2733). Toronto:Centre for the Study of Education and Work. Retrieved 30 May, 2012 fromhttp://www.oise.utoronto.ca/depts/sese/csew/nall/res/19formsofinformal.pdf
Simon, N. (2010). The participatory museum. Santa Cruz, CA: Museum 2.0.
Slepkov, H. (2008). Teacher professional growth in an authentic learningenvironment. Journal of Research on Technology in Education, 41 (1), 85-111.
Shirky, C. (2010). Cognitive surplus: Creativity and generosity in a connected age .New York: Penguin Press.
Tirrell, P. (2000). A synopsis and perspective of concerns and challenges for theinternational community of university museums. Curator: The Museum Journal, 43 (2), 157-180.
Vygotsky, L. (1978). Mind in society . Cambridge: Harvard University Press.
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