Friday, Panel 3, 201 GRAUBALLEMANDEN 14:30 - 16:30

DIGITAL AUDIENCE

All presentations in this panel:

  • Digital Object-based learning and wellbeing development for users with ASD: a training experience, Antonella Poce, Maria Rosaria Re, Mara Valente, University of Modena and Reggio Emilia, Modena, Italy

  • Digital Services and Online Platforms: Creating Sustainable Audience Experience in Museums, Zhi Ye, King's College London, London, United Kingdom

  • Experiencing the Frontiers of the Roman Empire in a game-based way: A digital quest at the Lower German Limes, Stephan Quick, LVR-Archaeological Park Xanten, Xanten, Germany

  • Art Reflection Method (ARM) - an exploration of the power of befriending art in digital formats, Lena Eriksson, Mina Tanaka, Susanna Pettersson, Nationalmuseum Sweden, Stockholm, Sweden

  • The Impacts of Museums Online Action in Visitors Physical Engagement - Portugal's National Museums Case Study, Leonor Amaral Teixeira, Faculdade de Letras Universidade do Porto, Porto, Portugal

Digital Object-based learning and wellbeing development for users with ASD: a training experience

Antonella Poce, Maria Rosaria Re, Mara Valente

University of Modena and Reggio Emilia, Modena, Italy

 

Keywords: Museum Educators, Wellbeing, Digital Object-Based Learning, Heritage, Education, Autism Spektrum Disorders

The proposal aims at presenting a training experience for museum educators carried out by the Centre for Museum Studies, University of Roma Tre, in 2021 on the use of Digital Object-Based Learning (OBL) for people with Autism Spektrum Disorders. The webinar, realized within the Erasmus+ Spektrum project, focused on the design, implementation, and evaluation of personalized museum educational experiences to foster social inclusion and wellbeing within people with specific educational needs through innovative and digital learning methodologies. As stated by the literature in the field, hands-on learning within heritage education context can really enhance people's interest in and understanding of a topic/subject and develop important transverse skills, thus promoting cultural participation of users at risk of social exclusion. Moreover, OBL can trigger memories, projections, sensory, emotional, and cognitive associations which enable participants to tap into issues of identity, meaning, and belonging (Frogett et al 2011, Chatterjee 2016). During the webinar, specific models for planning learning sessions with ASD people were presented (CAST, 2018), together with wellbeing (Thomson & Chatterjee, 2013) and empathy (BES-A) assessment tools to be used within museum context. The training experience ended with a digital OBL session, where museum educators were asked to collaboratively analyse, interpret, and evaluate digitalised museum objects.  References. CAST (2018). UDL and the learning brain. Wakefield, MA: Author. Chatterjee, H., Hannan, L. (2016). Engaging the Senses: Object-Based Learning in Higher Education. Routledge: London. Froggett, Lynn & Farrier, Alan & Poursanidou, Konstantina & Hacking, Suzanne. (2011). Who Cares? Museums, Health and Well-being. Thomson L., Chatterjee, H. (2013). UCL Museum Wellbeing Measures Toolkit.

https://www.ucl.ac.uk/culture/sites/culture/files/ucl_museum_wellbeing_measures_toolkit_sept2013.pdf

Presentation Antonella Poce, Maria Rosaria Re and Mara Valente

Digital Services and Online Platforms: Creating Sustainable Audience Experience in Museums

Zhi Ye

King's College London, London, United Kingdom

 

Keywords: digital services, online platforms, audience experience, motivation, pandemic

Online engagement has become an inevitable topic regarding museum audience engagement, especially after the lockdown caused by the pandemic. Changes caused by that could be seen as a solution to a more sustainable, educational, and joyful audience experience. Since the start of the digitization era, online platforms where people can gain information regardless of geographic location are ubiquitous. Museums are not exceptions. The increasing number of Instagram-friendly photography spots in museum spaces or in exhibitions literately increase audience attendance by fulfilling their needs of getting proof of being here and having something to publish online or, let's say, show-off.  It is fair to say that meeting audience expectations and providing sources the audience may want to access are keys to an enjoyable audience experience, and using advanced technologies is crucial for audience engagement and increasing audience motivation. Online platforms and digitalized collections could create a more comprehensive audience experience of learning, exploring and entertaining. It allows the audience to know what they might see on the physical site before the visit, to have access to extendable exhibit information beyond the on-site label, and to retrieve their memory after the visit. Not to mention the appearance of digital and/or virtual museums which grant audiences the opportunities to experience remotely. All of that could be a foundation for a sustainable audience experience.

Presentation Zhi Ye

Experiencing the Frontiers of the Roman Empire in a game-based way: A digital quest at the Lower German Limes

Stephan Quick

LVR-Archaeological Park Xanten, Xanten, Germany

 

Keywords: Roman History & Archaeology, Education, Learning, Families and Children, Gamification

The Lower Rhine area is currently one of the most interesting sections of the Lower German Limes. Using the latest surveying methods, archaeologists have discovered numerous remains of previously unknown Roman military fortifications in recent years that bear witness to the efforts made by the Roman Empire to secure its northwestern border. As part of the World Heritage designation, the LVR-Archaeological Park Xanten opened a new permanent exhibition with a walk-in Limes section in September 2021. Based on the concept of gamification, a digital learning experience, appealing to families with children was developed to encourage the curiosity of the target group to explore the new exhibition independently by using a tablet. In the genre of a popular "point-and-click adventure", players can immerse themselves in the ancient world, take on the role of a trader and discover the various military sites as well as civilian settlements of the Romans and Germanic people in an exciting storytelling experience. The main learning objective is to convey that the river Rhine was not an impassable border: On the contrary, the ancient landscape developed into a busy contact zone where, for example, Roman soldiers worshipped a Germanic goddess. Animated illustrations, augmented reality elements, educational texts and interactive puzzles with regard to the exhibition as in-game activities, stimulate holistic learning processes in a playful way and thus contribute to a new educational experience.

Presentation Stephan Quick

Art Reflection Method (ARM) - an exploration of the power of befriending art in digital formats

Lena Eriksson, Mina Tanaka, Susanna Pettersson

Nationalmuseum Sweden, Stockholm, Sweden

 

Keywords: facilitating art appreciation, digital explorative development, emotional, focus, intercultural collaboration, aging population

How art can be explored and discussed without thresholds or site-bounded restrictions? Are there methods that could be utilized especially within the aging population? A collaboration between Nationalmuseum, Sweden and Dai Nippon Printing/Museum Lab (DNP), Japan have been exploring the power of art appreciation, slow looking and sharing thoughts with others in digital formats and developed a format that can now be shared with a larger community. During the last two years, 2021 and 2022, digital workshops have been conducted with trial groups in Sweden and in Japan. The focus has been senior citizens and the ideas we have been exploring are threefold. First: practical development: how do digital meetings work for the elderly. Second: a further development of the facilitation method of art conversations with emotional focus and Third: a look at the question if cultural differences between countries plays a role in how the method should be designed. The method for conversation and model for facilitation is a combination of art education development made in Nationalmuseum, Sweden and the long-term engagement for the arts in the Japanese company Dai Nippon printing/Museum Lab.  Between 2016-2019 a research project was conducted in collaboration between DNP Museum Lab, the art museum Ateneum in Finland and the researcher and professor in psychology Dr. Hideaki Kawabata from Keio University. One of the aims of this project where to investigate the effects of different art viewing programs for senior citizens. One of the key findings in this project where the benefits of focusing on emotional reactions in art conversations. The presentation focuses on sharing our experiences of conducting digital art conversations with elderly and what we learned from our three questions. We will also contextualize our workshops by making references to other methods for art conversation and related research in the museum field.

Presentation Lena Eriksson, Mina Tanaka and Susanna Pettersson


The Impacts of Museums Online Action in Visitors Physical Engagement - Portugal's National Museums Case Study

Leonor Amaral Teixeira

Faculdade de Letras Universidade do Porto, Porto, Portugal

 

Keywords: Museums, Digital, Accessibility, Democracy

At the end of the 1960s, Pierre Bourdieu in “The Love of Art” problematizes the idea that, in the access to cultural works, “are only excluded the ones that exclude themselves” and that there is the possibility of talking about a “natural inequality of cultural needs”. With André Malraux's cultural policies of cultural democratization as background, Bourdieu argues that this would only be true if everyone had a “real” possibility of experience the works exhibited in museums. Today we know that opening access to museums to everyone does not mean that these institutions are accessible or inclusive.  As we know, we live in a globalized society, supported by technology and knowledge, where strategies of cultural action are increasing, connecting our daily lives and virtual reality. In this universe, which tends to be democratic and open, museums and cultural institutions have sought to implement the idea that we can finally confirm that that is a “real” possibility of enjoying cultural goods. However, as sociologist Manuel Castells writes, the online communication system can only become a good when does become an obstacle, by weaken the symbolic power of traditional message senders who remain outside their digital symbolic system.   In this context, the present communication seeks to present data relating to research within the scope of a PhD research in Museology, on the theme of museum visiting habits in its relationship with digital consumption. The scope of the research is focused on the universe of National Museums in Portugal and their visitors, through an analysis of the digital presence of Portuguese museums, as well as the responses of their visitors in a survey carried out in seven of these institutions.  Is the digital action of museums promoting the physical visit? What kind of content do museums produce? How can the digital presence of museums influence their accessibility? How does digital consumption promote museum visits? Let’s find out.

Presentation Leonor Amaral Teixeira