In my reflection from our second class I mentioned the
notion of constructivism and how I hoped to grapple with this epistemological viewpoint
and its relationship to both technology and research – so I was pleasantly surprised
to read Conole and Dykes’s (2004) discussion of affordances of information and
communication technologies and the resulting conversation with Boyle and Cook
(2004) as it helped to focus my thoughts on the topic a bit.
I read this series of papers through the lens of my own
experiences and current research interests which are distinctly influenced by
constructivism. Most of my work utilizes Falk and Dierking’s (2000) contextual
model of learning. This framework, which often provides the basis for research
in the field of informal learning environments, posits that learning occurs in
four distinct yet interconnected contexts; the personal, the socio-cultural and
the physical all throughout the context of time. It looks something like this:
(Falk & Dierking, 2000)
This framework of learning is strongly based in the concepts
of constructivism particularly as it relates to the structure and design of
museum exhibits. Hein (1998) describes the constructivist museum as one which
uses the prior knowledge of the learner (personal), considers the accessibility
of the exhibit (personal and socio-cultural), makes opportunities for the shared
experiences of visitors (socio-cultural) and considers the effects of the learning
space (physical).
I’d like to think a little on how Hein might apply a few
components of Conole and Dyke's taxonomy
of ICT to a constructivist museum (I’m going to focus on Hein because it is his
article I have with me). For the sake of brevity I will look at Accessibility,
Diversity, Communication and Collaboration and Reflection. These four concepts
were selected due to their current overwhelming presence within a
constructivist museum as presented by Hein and their strong relation to the
contextual model of learning.
The concept of Accessibility
addresses both the physical and personal contexts of learning. Within the
museum community the concept of accessibility typically refers to the application
of the principles of Universal Design to assist those with physical and mental
challenges in experiencing the museum exhibit in the least restrictive manner
possible. While important, this definition differs significantly from how Conole
and Dyke describe accessibility. To them accessibility references the access
people have to vast amounts of information and how they organize and use the
information present. In the past access to information at museums was strictly
controlled. Objects were selected and labels printed to provide a brief insight
into why the curator (the authority) felt the object was significant. With the
advent of social tagging, footnotes and QR codes constructivists museums have
vastly expanded the amount of information available to visitors. In addition
the development of online museums and companion sites have also increased the accessibility
of a museum’s holdings to a larger public. To this point museums have done very
little to assist visitors in navigating and managing this plethora of
information – and I doubt much thought has been put into the process! From the
viewpoint of a constructivism museum however, the access to information is a
welcomed addition to the learning process. The concept of Accessibility meets
both the personal and physical requirement of museum learning.
Diversity rests on
belief that technology can “provide a means by which people can be exposed to
experiences very different to their own and extend their experiences beyond
their own communities” (Conole & Dyke, 117). For Hein the constructivist museum
must also address concerns regarding diversity and can utilize technology. Videos
and computer applications used to fill gaps of information which a
traditionally curated collection might overlook such as the experiences of
women and ethnic minorities during a particular timeframe.
Technology increases the ease with which people can Communicate and Collaborate with others.
In the socio-cultural context of learning the social group holds a strong
influence over the visitors learning experience. Shared experiences are a key
part of the museum learning process (Hein, 1998). Between 5-10% of visitors
attend museums alone (p. 172) and groups of visitors tend to be either family
groups or homogeneous in makeup. Therefor in traditional museum environments
there is limited opportunity to communicate and collaborate with those outside
of a small social group and for those visitors who attend alone with anyone. Through the use of technology constructivists
museums have begun to incorporate platforms for visitors to record and share
their thoughts with those outside of their social group. Social media and the
use of hash tags have exposed visitors to a variety of thoughts regarding
certain exhibits, pieces of art and artifacts to which they have not been
previously exposed. Also museums have begun to incorporate Google Meet Ups,
Live Tweets Tours of Exhibits, Chat Rooms and other forms of communication.
Reflection is the
final component addressed in this post. Time is the foundation the contextual
model of learning (Falk & Dierking, 2000). Visitors not only need time to
engage with the exhibit, but hey need time to reflect on the experience after
they have left the museum (Hein, 1998; Conole & Dyke, 2004). Technology allows
visitors to both capture and return to the experience for further reflection
and to continue conversation outside of the museums walls thus extending the
discussion and expanding the time available for reflection and learning.*
*My thoughts on how technology can be used for reflection in
museums are still being reflected upon. As Hein (1998) would say “Ideas still
need to ‘percolate,’ ‘simmer,’ or ‘stew’ if they are to end up more than ‘half
baked.’” (p. 172)