Literature Reviews
Wednesday, July 22, 2009
The Future of Museums and Libraries in a Digital Age: A Bibliography of Resources and Weblinks
This posting includes the references cited in the previous posts that were part of the “Inspiring the Technological Imagination” research project.
Anderson, S. and A. Balsamo. (2007). “A Pedagogy for Original Synners.” In Tara McPherson, ed. Digital Youth, Innovation, and the Unexpected. (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning) Cambridge, MA: MIT Press: 241-259.
Asen, R. (2004). “A Discourse Theory of Citizenship.” Quarterly Journal of Speech 90: 189-211.
Atkins, D. and M. Peterson Holland, eds. (2002). “Digital Technology and Indigenous Communities.” D-Lib Magazine 8.2 (March).
Baca, M. (Ed.). (2002).”Introduction to Art Image Access: Issues, tools, standards, strategies. [Electronic version]. Los Angeles, CA: J. Paul Getty Trust. http://www.getty.edu/research/conducting_research/standards/intro_aia/
Balsamo, A. (2005). “Taking Culture Seriously: Educating and Inspiring the Technological Imagination.” Academic Commons. http://www.academiccommons.org/commons/essay/balsamo-taking-culture-seriously
Balsamo, A. (Forthcoming). Designing Culture: The Technological Imagination at Work. Duke University Press.
Berwick, C. (2007). “Nonsmoking Capricorn mMuseum Seeks Networking, Dating, Serious Relationships, Friends.” ARTnews. October: 194-197.
Bowen, J., et al. (2007). “A Museum’s Wiki.” In J. Trant and D. Bearman, eds. Museums and the Web 2007: Proceedings. Toronto: Archives & Museum Informatics. http://www.archimuse.com/mw2007/papers/bowen/bowen.html
Braun, L. W. (2004). “What’s in a Game?” VOYA, August: 189.
Bressler, D. (2006). “Mobile Phones: A new way to engage teenagers in informal science learning.” In J. Trant and D. Bearman, eds. Museums and the Web 2006: Proceedings. Toronto: Archives & Museum Informatics. http://www.archimuse.com/mw2006/papers/bressler/bressler.html
Brown, J. S. “New Learning Environments for the 21st Century.”
http://www.johnseelybrown.com/newlearning.pdf
Bush, V. (1945). “As We May Think.” The Atlantic Monthly. 176, 91 (July): 101-108. http://ww.theatlantic.com/doc/194507/bush/
Cardiff, R. (2007). “Designing a Web Site for Young People: The challenges of appealing to a diverse and fickle audience.” In J. Trant and D. Bearman, eds. Museums and the Web 2007: Proceedings. Toronto: Archives & Museum Informatics. http://www.archimuse.com/mw2007/papers/cardiff/cardiff.html
Castells, M. (2001). The Internet Galaxy. New York: Oxford University Press.
Castells, M. (n.d.). “Creatividad, arte y comunicación en la cultura de la virtualidad real.” [Creativity, art and communication in the culture of the real virtuality]. Unpublished personal notes for a conference.
Chan, S. (March 5, 2009). “QR codes in the museum – problems and opportunities with extended object labels.” Blog posting to fresh + new(er). http://www.powerhousemuseum.com/dmsblog/index.php/2009/03/05/qr-codes-in-the-museum-problems-and-opportunities-with-extended-object-labels/
Chun, S., Cherry, R., Hiwiller, D., Trant, J., and Wyman, B. (2006). “Steve Museum: An ongoing experiment in social tagging, folksonomy, and museums. In J. Trant and D. Bearman, eds. Museums and the Web 2006: Proceedings. Toronto: Archives & Museum Informatics.
http://www.archimuse.com/mw2006/papers/wyman/wyman.html
Cisler, S. (2002). “Letter from San Francisco: The Internet bookmobile.” First Monday [Online] 7 (10). Retrieved May 2, 2009 from http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/999/920
Coyle, K. (2006). “Mass Digitization of Books.” The Journal of Academic Librarianship 32(6): 641-645.
deCerteau, M. (1984). The Practice of Everyday Life. Trans. Steven Randall. Berkeley, CA: U of California Press.
Dempsey, L. (2009). “Always On: Libraries in a world of permanent connectivity.” First Monday [Online] 14 (1-5). Retrieved March 2, 2009 from http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2291/2070
Derrida, J. (1996). Archive Fever. (E. Prenowitz, Trans). Chicago: University of Chicago Press. (original work published 1995).
Dilevko, J. and L. Gottlieb. (2004). The Evolution of Library and Museum Partnerships: Historical antecedents, Contemporary Manifestations and Future Directions. Westport, CN: Libraries Unlimited.
Din, H. and P. Hecht, eds. (2007). The Digital Museum: A Think Guide. Washington D.C.: American Association of Museums.
Donath, J. (1999). “Identity and Deception in the Virtual Community.” In P. Kollock & M. Smith, eds. Communities in Cyberspace. London: Routledge.
Doherty, P., Rothfarb, R. & E. Starbrook. (2008) “Museums Virtual Worlds.” Museums and the Web Conference.
http://www.exo.net/~pauld/workshops/museumsinSL2008/MuseumsinSL2008.html
Dunn, H. (2000). “Collection Level Description: The museum perspective.” D-Lib Magazine 6 (September). http://www.dlib.org/dlib/september00/dunn/09dunn.html
Estabrook, L., Witt, E., and L. Rainie. (2007). “Information Searches that Solve Problems: How people use the internet, libraries, and government agencies when they need help.” Pew Internet & American Life Project: Washington, DC. Retrieved from: http://www.pewinternet.org/pdfs/Pew_UI_LibrariesReport.pdf
Falk, J. H., & Dierking, L. D. (2000). Learning from Museums: Visitor experiences and the making of meaning. Walnut Creek, CA: Rowman and Littlefield.
Falquet, G., J. Guyot, and L. Nerima. (2001). “Design and Analysis of Virtual Museums.” Museums and the Web Conference. Seattle, WA.
http://www.archimuse.com/mw2001/papers/park/park.html
Filippini-Fantoni, S., Antenna Audio Ltd., and J. Bowen. (2007). “Bookmarking in Museums: Extending the museum experience beyond the visit?” In J. Trant and D. Bearman, eds. Museums and the Web 2006: Proceedings. Toronto: Archives & Museum Informatics. http://www.archimuse.com/mw2007/papers/filippini-fantoni/filippini-fantoni.html
Föckler, P., Zeidler, T., Brombach, B., Bruns, E., and O. Bimber. (2005). “PhoneGuide: Museum Guidance Supported by On-device Object Recognition on Mobile Phones.” ACM International Conference Proceeding Series: Vol. 154. 4th International conference on mobile and ubiquitous multimedia. Christchurch, New Zealand: 3-10.
Fox, M. (2009). “Mobile Practices and Search: What’s hot!” Paper presented at the Computers in Libraries Annual Conference, Arlington, VA. Retrieved May 8, 2009, from http://web.simmons.edu/~fox/mobile
Fram, A. (2009). “More Cell Phone Users Dropping Landlines.” The San Francisco Chronicle. Retrieved May 8, 2009, from http://www.sfgate.com/cgi-bin/article.cgi?f=/n/a/2009/05/06/national/w090056D59.DTL&type=tech
Galloway, P. (2004). “Preservation of Digital Objects.” Annual Review of Information Science and Technology 38: 549-590.
Gallaway, B. “Get Your Game On: What Makes a Good Game, Anyway?” VOYA. http://pdfs.voya.com/VO/YA2/VOYA200608GetYourGame.pdf.
Gates Foundation. (2004). “Toward Equality of Access: The role of public libraries in addressing the digital divide.” Retrieved June 1, 2007, from http://www.gatesfoundation.org.
“German Authors Outraged at Google Book Search.” (2009). Der Spiegel (April 27). Retrieved from: http://www.spiegel.de/international/germany/0,1518,621385,00.html
Goodlander, G. (2009). “Fictional Press Releases and Fake Artifacts: How the Smithsonian American Art Museum is letting game players redefine the rules.” In J. Trant and D. Bearman, eds. Museums and the Web 2009: Proceedings. Toronto: Archives & Museum Informatics. http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html
Green, T. (2009). “The Collection Catalogue is Dead, Long Live the Catalogue.” Message posted on February 4 to:
http://www.artsjournal.com/man/2009/02/the_collex_catalogue_is_dead_l.html
Guy, M., and Tonkin, E. (2006). “Folksonomies: Tidying up Tags?” D-Lib Magazine (January) 12. http://www.dlib.org/dlib/january06/guy/01guy.html#1
Hagel, J. and J. S. Brown. (2005). The Only Sustainable Edge: Why business strategy depends on productive friction and dynamic specialization. Boston: Harvard Business School Press.
Haley Goldman, K. (2007). “Cell Phones and Exhibitions 2.O: Moving beyond the pilot stage.” In J. Trant and D. Bearman, eds. Museums and the Web 2007: Proceedings. Archives & Museum Informatics. http://www.archimuse.com/mw2007/papers/haleyGoldman/haleyGoldman.html
Hamma, K. (2005). “Public Domain Art in an Age of Easier Mechanical Reproducibility.” D-Lib Magazine (November) 11.
http://www.dlib.org/dlib/november05/hamma/11hamma.html
Hammond, T., Hannay, T. Lund, B., and J. Scott, J. (2005). “Social Bookmarking Tools: A general review.” D-Lib Magazine (April) 11. http://www.dlib.org/dlib/april05/hammond/04hammond.html
Hargittai, E. (2003) “The Digital Divide and What to Do about It.” In D. C. Jones, ed. New Economy Handbook. San Diego, CA: Academic Press.
Hazan, Susan. “Cultural Institutions Take on a (Second) Life of their Own.” http://www.musephere.com/about/IJDCE-SL.html
Hein, Hilde. (1990). The Exploratorium: The Museum as laboratory. Washington, D.C.: Smithsonian Institution Press.
Horrigan, J. (2009). “The Mobile Difference: Wireless connectivity has drawn many users more deeply into digital life.” Pew Internet & American Life Project: Washington D.C. Retrieved April 10, 2009, from http://www.pewinternet.org/Reports/2009/5/-The-Mobile-Difference-Typology.aspx
Huhtamo, E. (2002). “On the Origins of the Virtual Museum.” Virtual Museums and the Public Understanding of Science and Culture: Nobel Symposium (NS 12). May 26-29. Stockholm, Sweden.
Ito, M., Horst, H., Bittanti, M., boyd, d., Herr-Stephenson, B. Lange, P.B. et al. (2008). Living and Learning with New Media: Summary of findings from the digital youth project. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. Retrieved from: http://digitallearning.macfound.org
Ito, M., S. Baumer, M. Bittanti, d. boyd, R. Cody, B. Herr, H. A. Horst, P. G. Lange, D. Mahendran, K. Martinez, C.J. Pascoe, D. Perkel, L. Robinson, C. Sims, and L. Tripp. (with J. Antin, M. Finn, A. Law, A. Manion, S. Mitnick and D. Schlossberg and S. Yardi). (Forthcoming). Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media. Cambridge: MIT Press.
Jackson, S. and R. Adamson, R., (2009). “Doing it for the Kids: Tate online on engaging, entertaining and (stealthily) educating six to 12-year-olds.” In J. Trant and D. Bearman, eds. Museums and the Web 2009: Proceedings. Toronto: Archives & Museum Informatics. http://www.archimuse.com/mw2009/papers/jackson/jackson.html
Jeanneney, J. N. (2007). Google and the Myth of Universal Knowledge: A view from Europe. (T.L. Fagan, Trans.). Chicago: University of Chicago Press. (Originally published 2005).
Jenkins, Henry. (2006). Convergence Culture: Where old and new media collide. New York: NYU Press.
Jenkins, H. (2006). Fans, Bloggers, and Gamers: Exploring participatory culture. New York: New York University Press.
Jenkins, H., Clinton, K., Puroshotma, R., Robison, A., and M. Weigel. (2007). “Confronting the Challenges of Participatory Culture: Media education for the 21st century.” Chicago: The MacArthur Foundation: 1-68. http://www.digitallearning.macfound.org.
Jones-Garmil, K., ed. (1997). The Wired Museum: Emerging technology and changing paradigms. New York: The American Association of Museums.
Kafai, Y. B., Peppler, K. A., and G. M. Chiu. (2007). “High Tech Programmers in Low-income Communities: Creating a computer culture in a community technology center.” In Steinfield, Pentland, Ackerman, and Contractor, eds. Communities and Technologies: Proceedings of the third communities and technologies conference. Michigan State University. London: Springer544-563.
Kellogg Smith, M. (2006). “Viewer Tagging in Art Museums: Comparisons to concepts and vocabularies of art museum visitors.” In J. Turner and J. T. Tennis, eds. Advances in classification research. Proceedings of the 17th ASIS&T SIG/CR Classification research workshop.
Kennedy, R. (2009). “To ramp up its Web site, MoMA Loosens Up.” [Electronic version]. The New York Times (March 4). Retrieved March 11, 2009, fromhttp://www.nytimes.com/2009/03/05/arts/design/05moma.html
Kessler, J. (1995). “The French Minitel: Is there Digital Life Outside of the US ASCII Internet? A Challenge or a Convergence?” D-Lib Magazine December. Available from: http://www.dlib.org/dlib/december95/12kessler.html.
Koman, R. (2002). “Riding Along with the Internet Bookmobile.” Retrieved April 10, 2009, from http://dir.salon.com/story/tech/feature/2002/10/09/bookmobile/index.html
Kresh, D. (Ed.). (2007). The Whole Digital Library Handbook. Chicago: American Library Association.
Kroski, E. (2008). “On the Move with the Mobile Web: Libraries and mobile technologies.” Library and Technology Reports 44(5). Retrieved January 11, 2009 from http://www.techsource.ala.org/ltr/on-the-move-with-the-mobile-web-libraries-and-mobile-technologies.html
Lagoze, C., Arms, W., Gan, S. Hiiman, D., Hoehn, W., Millman, D. et al. (2002). “Core Services in the Architecture of the National Science Digital Library (NSDL).” Proceedings of the 2nd ACM/IEEE-CS joint conference on Digital libraries, July 14-18.
Lee, S. K. (2008). “Mobile Phone Use in a Science Museum: Toward a possibility of informal science learning.” Paper presented at the Mobile Communication and the Ethics of Social Networking conference. Budapest, Hungary.
Leetaru, K. (2008). “Mass Book Digitization: The deeper story of Google Books and the Open Content Alliance.” First Monday [Online] 13(10). Retrieved from: http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2101/2037.
LeFurgy. W. (2005). Building preservation partnerships: The Library of Congress National Information Infrastructure and Preservation Program (NDIIPP). Library Trends, 54(1): 163-172.
Levine, J. (2006). “Gaming & Libraries: Intersection of Services.” Library Technology Reports 42 (5).
Licklider, L.C.R. (1965). Libraries of the Future. Cambridge: MIT Press.
Liston, S. (2009). “OPACs and the Mobile Revolution.” Computers in Libraries 29(5): 6-16.
Lynch, C. (2005). “Where Do We Go From Here? The next decade for digital libraries.” D-Lib Magazine 11.7/8 (July/August). Available from: http://www.dlib.org/dlib/july05/lynch/07lynch.html
Lynch, C. (2008). “Repatriation, Reconstruction, and Cultural Diplomacy in the Digital World.” EDUCAUSE Review 43.1 (January/February): 70-71.
Maidenberg, K. (2008). “The Race to Create a Digital Library: Google Books vs. the Open Content Alliance.” Scroll 1(1). Retrieved from http://jps.library.utoronto.ca.
Lessig, L. (2008). Remix: Making art and commerce thrive in the hybrid economy. New York: The Penguin Group. http://remix.lessig.org/
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Murphy, J. and H. Moulaison. (2009). “Social Networking Literacy Competencies for Librarians: Exploring considerations and engaging participation.” Paper presented at Association of College and Research Libraries (ACRL) 14th National Conference 2009.
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Nicholson, S. (2007) “The Role of Gaming in Libraries: Taking the pulse.”
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Palfrey, J. and U. Gasser. (2008). Born Digital: Understanding the first generation of digital natives. New York: Basic Books.
Parry, R., Ortiz-Williams, M., &A. Sawyer, A. (2007). “How Shall we Label our Exhibit Today? Applying the principles of on-line publishing to an on-site exhibition.” In J. Trant and D. Bearman, eds. Museums and the Web 2003: Proceedings. Toronto: Archives & Museum Informatics.
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Picker, R. (2009). “Antitrust Updates: Google Book Search; Section 2 Symposium; The Mediated book.” The University of Chicago Law School Faculty Blog (April 29). Retrieved from: http://uchicagolaw.typepad.com/faculty/2009/04/antitrust-updates-google-book-search-section-2-symposium-the-mediated-book.html
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Rothfarb, R. and P. Doherty. (2007). “Creating Museum Content and Community in Second Life.” Museums and the Web Conference. April 11-14: San Francisco, CA.
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Samis, P. (2007). “Gaining Traction in the Vaseline: Visitor response to a multi-track interpretation design for Matthew Barney: DRAWING RESTRAINT.” In J. Trant and D. Bearman, eds. Museums and the Web 2009: Proceedings. Toronto: Archives & Museum Informatics. http://www.archimuse.com/mw2007/papers/samis/samis.html
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Trant, J. and D. Bearman, eds. (2009). Museums and the Web Proceedings. Toronto, Archives & Museum Informatics. http://www.archimuse.com/mw2009/papers/schroyen/schroyen.html
Trant, J. (2009). “Tagging, Folksonomy and Art Museums: Results of steve.museum’s research.” Toronto: Archives & Museum Informatics. http://verne.steve.museum/SteveResearchReport2008.pdf
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WEB LINKS:
2009 Virtual Worlds Conference
http://www.alliancelibraries.info/virtualworlds/
2004 WebWise Conference
http://www.imls.gov/news/events/webwise04.shtm
2009 WebWise Conference
http://webwise2009.fcla.edu
“A Closer Look at the Winning Libraries”
http://www.libraryjournal.com/blog/1130000713/post/1940043994.html
ALA Teen Tech Week Resources
http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw09/resources/resources.cfm
American Association of Museum: Center for the Future of Museums
http://www.futureofmuseums.org/
Andy Hold Virtual Library
http://www.utm.edu/vlibrary/vlhome.shtml
American Indian Higher Education Consortium (AIHEC)
http://www.aihecvl.org/
artCloud
http://www.artcloud.com/home/index.php
Art Collector, Walker Art Center/ Minneapolis Institute of Arts
http://www.artsconnected.org/
Artefacts Canada
http://www.chin.gc.ca/English/Artefacts_Canada/index.html
Art Institute of Chicago: My Scrapbooks
http://www.artic.edu/artexplorer/
Art Museum Image Consortium (AMICO)
http://www.amico.org/
ARTPORT, Whitney Museum of American Art
http://artport.whitney.org
ArtRage Freeware
http://www.educational-freeware.com/freeware/art-rage.aspx
ARTshare
http://www.facebook.com/apps/application.php?id=7723691927&ref=pr
ArtsConnectEd (Walker Art Center and the Minneapolis Institute of Arts)
http://www.artsconnected.org/
ARTstor
http://www.artstor.org/index.shtml
Association of Science-Technology Centers Try Science site
http://www.tryscience.org/home.html
Australian Libraries Gateway
http://www.nla.gov.au/libraries/resource/ex.html
Audacity
http://audacity.sourceforge.net
Baltimore Museum of Art: Matisse for Kids
http://www.artbma.org/flash/F_conekids.swf
Berkman Center for Internet and Society
http://cyber.law.harvard.edu/
Berkeley Digital Library SunSITE
http://sunsite.berkeley.edu/mydefinitions.html
Bethlehem (Pennsylvania) Digital History Project
http://bdhp.moravian.edu/about/about.html
Brown, John Seely
http://www.johnseelybrown.com
California Science Center: The Big Lab
http://www.californiasciencecenter.org/Education/AboutUs/Annenberg/BigLab/BigLab.php
Center for Urban School Improvement
http://uei.uchicago.edu
“Challenges to Building an Effective Digital Library”
http://memory.loc.gov/ammem/dli2/html/cbedl.html
Champaign Public Library
http://www.champaign.org
Chicago Field Museum: This Old Habitat
http://www.fieldmuseum.org/thisoldhabitat/
Chicago Public Library: For Teens (Teen Volume)
http://www.chipublib.org/forteens/index.php
Circuit Bending
http://www.anti-theory.com/soundart/circuitbend/
Click! A Crowd Curated Exhibition
(Brooklyn Museum of Art, June 27-August 10, 2008)
http://www.brooklynmuseum.org/exhibitions/click/
Coalition for Networked Information
http://www.cni.org/
Conference of the International Committee for Documentation of the International Council of Museums
http://cidoc.icom.org/
Consortium for the Computer Interchange of Museum Information (CIMI)
http://web.archive.org/web/*/http://www.cimi.org (archived pages from its original Website)
Contra Costa (CA) library
http://www.myspace.com/ourlibrary
Creative Spaces Web Project
http://twc.nmolp.org/creativespaces/?page=home
and
http://machineculture.wordpress.com/2009/03/05/new-museum-web-project-creative-spaces-sparks-debate-among-web-experts
The Davis LAB at the Indianapolis Museum of Art
http://www.imamuseum.org/connect/interact
Deer Creek School “Our Town” project
http://www.ncgold.com/goldrushtown/ourtown.html
Denver Public Library: Co-evolver
http://teens.denverlibrary.org/index.html
Design and the Elastic Mind, MoMA
http://www.moma.org/interactives/exhibitions/2008/elasticmind/
Digital Library Federation
http://www.diglib.org/dlfhomepage.htm
Dittrick Medical History Center at Case Western Reserve University
http://www.cwru.edu/artsci/dittrick/site2/links/thematic.htm
EDUCAUSE: Onoline list of Digital Libraries
http://www.educause.edu/Resources/Browse/DigitalLibraries/17142
e.space, San Francisco Museum of Modern Art
http://www.sfmoma.org/exhibitions/espace
The Exploratorium’s Digital Library
http://www.exploratorium.edu/
The Exploratorium in Second Life
http://slurl.com/secondlife/Exploratorium/147/118/21
The Exploratorium’s PIE Institute
http://www.exploratorium.edu/pie/gallery/pie_workshop05/index.html
Field Museum of Natural History: Crown Playlab
http://www.fieldmuseum.org/playlab/
The Fine Arts Museums of San Francisco: ImageBase
http://www.famsf.org/fam/about/imagebase/
Flash Museum
http://en.wikipedia.org/wiki/Flash_Museum
Flickr: The Commons
http://www.flickr.com/commons?phpsessid=ea7b4da468f5935f24b65f41dbfc356f
Freesound Project
http://www.freesound.org/
Midge Frazel: Virtual field trips
http://www.midgefrazel.net/fieldtrip.html
Beth Gallaway: The Librarian’s Guide to Gaming!
http://www.youtube.com/watch?v=Q1NHI-Z9j4g
Games in Libraries podcast
http://www.gamesinlibraries.org
Game On: Games in Libraries
http://libgaming.blogspot.com/
Gaming Blog Bibliography
http://bibliogaming.blogspot.com
Howard Gardner: GoodPlay, Good Work
http://www.goodworkproject.org/research/digital.htm
Get Connected: Tech Programs for Teens
http://www.neal-schuman.com/bdetail.php?isbn=1555706134
Getting Started: Making Music with Teens
http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw08/techguide_music.pdf
J. Paul Getty Museum: Art and Architecture Thesaurus Online (AAT)
http://www.getty.edu/research/conducting_researach/vocabularies/aat/
J. Paul Getty Museum: Bookmarks
https://www.getty.edu/mygetty/
J. Paul Getty Museum: Getty Games
http://www.getty.edu/gettygames/
J. Paul Getty Museum: The Getty Museum in Whyville
http://www.whyville.net/smmk/top/gates?source=getty
2005 Getty press release:
http://www.whyville.net/press/news_from_getty.pdf
2006 assessment by Susan Edwards:
http://www.getty.edu/museum/research/metrics_evaluations/downloads/whyville_assessment_2007.pdf
GIMP software
http://www.gimp.org
Google Public Policy Blog on “Google Book Search Settlement”
http://googlepublicpolicy.blogspot.com/2009/04/google-book-search-settlement-will.html
Guidelines for Media Resources in Academic Libraries (2006)
http://www.ala.org/ala/mgrps/divs/acrl/standards/mediaresources.cfm
The Handheld Wiki
http://MuseumMobile.info/wiki
Handheld Online Conference (June 3, 2009)
http://www.handheldconference.org
Hip Hop Academy
http://www.hiphopkc.com
Homework Spot
http://www.homeworkspot.com/fieldtrip
Internet Public Library
http://www.ipl.org
The International Spaceflight Museum Second Life
http://slurl.com/secondlife/Spaceport%20Alpha/48/83/24
International Council of Museums (ICOM)
http://icom.museum/
Institute of Museums and Library Services (IMLS)
http://www.imls.gov/about/about.shtm
IMLS: “National Study on the Use of Museums and the Internet”
http://interconnectionsreport.org/
IMLS: “Connection to Collections”
http://www.imls.gov/collections/index.htm
IMLS: “Engaging America’s Youth Initiative”
http://www.imls.gov/about/youth.shtm
IMLS: “International Strategic Partnership”
http://www.imls.gov/about/international.shtm
Ito, Mimi (Personal Blog)
http://www.itofisher.com/mito/
and
the MacArthur Foundation Digital Media and Learning Initiative: Ethnographic investigation http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&b=2117175&ct=2994405
Jacksonville Public Library, FL: JPL for teens!
http://jpl.coj.net/teens/index.html
The Jefferson County Library
http://www.myspace.com/jeffersoncountylibrary
Philip Harland: Virtual tours of archeological museums
http://www.philipharland.com/museumindex.html
Henry Jenkins Personal Blog
http://www.henryjenkins.org/
Joconde, France
http://www.culture.gouv.fr/documentation/joconde/fr/
L.S. King: list of virtual filed trips
http://home-educate.com/fieldtrip.shtml
Latino Virtual Museum (LVM)
http://latino.si.edu/education/LVM.htm
Librarians’ Internet Index
http://www.lii.org
Library of Congress on Flickr.com
http://www.flickr.com/photos/Library_of_Congress
Library Gaming Toolkit
http://www.librarygamingtoolkit.org
Library Gamer Blog
http://librarygamer.wordpress.com/about/
“The Library”: teen tech week song
http://www.archive.org/details/ttw2008_mvisent_625
Library of the Herbert D. Katz Center for Advanced Judaic Studies
http://www.library.upenn.edu/cajs/museums.html
Louisiana Digital Library
http://louisdl.louislibraries.org/
Luce Center at the American Art Museum: Fill the Gap Activity
http://eyelevel.si.edu/2009/03/in-this-case-fill-the-gap.html
MacArthur Foundation’s Digital Media and Learning Initiative
http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2117175/k.F4C6/Individual_Projects/apps/nl/newsletter2.asp
And
http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2029319/k.4E7B/About_the_Initiative.htm
MacArthur Foundation’s Digital Media and Learning Initiative: New Media Literacies Project
http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&b=2117175&ct=299473
MacArthur Foundation Spotlight Blog posting: “Audrey Aronowsky: WhyReef”
http://spotlight.macfound.org/main/entry/audrey_aronowsky_whyreef
Maine’s Virtual Library: MARVEL
http://libraries.maine.edu/mainedatabases
Michigan State University: Museum Quilt Index
http://www.quiltindex.org/search_results.php?qproject=Michigan%20State%20University%20Museum%20Collection
Minnesota Historical Society: Placeography wiki
http://www.placeography.org/index.php/Main_Page
Minneapolis Central Library: “Quiet on the Set” Contest
http://www.melsa.org/quietOnTheSet/index.cfm
Mobile tour creators:
Antenna Audio http://www.antennaaudio.com
Learning Times http://www.learningtimes.com
NousGuide http://www.NousGuide.com
Heritage 365 http://www.heritage365.com
Guide By Cell http://www.guidebycell.com
Spatial Adventures, Inc. http://www.spatialadventures.com
Museum 411 http://www.museum411.com
Museo Virtual De Arts El Pais (MUVA)
http://muva.elpais.com.uy/flash/muva.htm?&lang=en
Museum Computer Network (MCN)
http://www.mcn.edu/
Museum Domain Management Association (MuseDoma)
http://musedoma.museum
Museum Educational Site Licensing Project (MESL): 1995-1997 archives
http://www.oit.umd.edu/as/MESL/
Museumlinks’ Museum of Museums
http://www.museumlink.com/virtual.htm
Museum Meetup
http://museum.meetup.com/
Museum of Curiosity
http://en.wikipedia.org/wiki/The_Museum_of_Curiosity
The Museum of Fine Arts, Boston: Mobile wallpaper
http://www.mfa.org/mymfa/index.asp
Museum of Modern Art: Guide system
http://www.moma.org/visit/plan/atthemuseum/momaguide
Museum of Modern Art: Red Studio
http://redstudio.moma.org/
Museum of Online Museums (MoOM)
http://www.coudal.com/moom/
Museum of Science and Industry: Idea Factory
http://www.msichicago.org/whats-here/exhibits/idea-factory/
Museum of Science and Industry: Fab Lab
http://www.msichicago.org/whats-here/live-science/dream-it-design-it-make-it/
Museum of Tolerance: Jerusalem Virtual Museum
http://www.motj.com/Virtual_Museum.html
Museum on the Go
http://www.museumonthego.com
MuseumUSA
http://www.museumsusa.org
MuseumSpot
http://www.museumspot.com
MuseumStuff.com
http://www.museumstuff.com/museums/
The MuseumsWiki (Jonathan Bowen)
http://museums.wikia.com/wiki/MuseumsWiki
National Digital Information Infrastructure and Preservation Program (NDIIPP)
http://digitalpreservation.gov/library
National Digital Library Program (NDLP)
http://memory.loc.gov/ammem/dli2/html/lcndlp.html
National Gaming Day @ your library
http://www.ilovelibraries.org/gaming
National Museum of Mexican Art” WRTE RadioArte 90.5FM
http://www.nationalmuseumofmexicanart.org/radioarte.html and http://www.wrte.org/
The National Oceanic and Atmospheric Administration (NOAA) in Second Life
http://slurl.com/secondlife/Meteroa/116/143/54
National Science, Mathematics, Engineering and Technology Educational Digital Library (NSDL)
http://nsdl.org/
National Telecommunications and Information Administration (NTIA)
A Nation Online Reports
http://www.ntia.doc.gov/reports/anol/index.html
NMC Pachyderm Conference, Dallas, TX
http://pachyderm.nmc.org/
Susan Chun, Opening Plenary Speech, 2007
http://www.nmc.org/podcast/tagging-art)
“Nebraska Auditor Cries Foul on Gaming in Libraries”
http://www.ala.org/ala/alonline/currentnews/newsarchive/2009/february2009/nebrgamingaudit.cfm
The New York Hall of Science: Virtual Hall of Science (VHOS)
http://museumvirtualworlds.org/?cat=26
New York Public Library, NY: Teenlink
http://teenlink.nypl.org/index.html
New Haven Free Public Library
http://www.cityofnewhaven.com/library/
Newark Museum Wiki
http://www.newarkmuseumpr.org/mwiki/index.php?title=Main_Page
New Museum of Contemporary Art: Rhizome
http://www.rhizome.org/art/
Nichole Pinkard, Digital Youth Network
http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&b=2117175&ct=2994923
Scott Nicholson: 2006 survey of libraries and games
http://boardgameswithscott.com/pulse2007.pdf
Open Content Alliance
http://www.opencontentalliance.org/faq/
Ontario Science Center
http://www.ontariosciencecentre.ca/
Ontario Science Center: Weston Family Innovation Center
http://www.ontariosciencecentre.ca/aoc/wfic.asp
The Prado at Google Earth
http://www.google.com/intl/en/landing/prado/
The Prado YouTube video
http://www.youtube.com/watch?v=D1EOJr11bvo
The PIE Network
http://www.pienetwork.org/about/
Project Gutenberg
http://www.gutenberg.org
Public Catalogue Foundation, England
http://www.thepcf.org.uk/
Pygoya Web Art Museum
http://www.lastplace.com/PygoyaMuseum/index.htm
Quest to Learn
http://www.q2l.org/
Scott Rice and Amy Harris: Library Games Blogs
http://librarygames.blogspot.com
San Jose Museum of Art: iPhone audio tour
http://www.sjmusart.org/iphone
San Jose Tech Museum: Tech Virtual Test Zone
http://www.thetech.org/testzone/
Save Outdoor Sculpture
http://www.heritagepreservation.org/Programs/Sos/index.html
Scholastic’s Internet Field Trips site
http://teacher.scholastic.com/fieldtrp/science.htm
Seattle Art Museum: My Art Gallery
http://www.seattleartmuseum.org/myartgallery/
The Second Louvre
http://slurl.com/secondlife/Tompson/153/97/100
Second Life Alliance Library System
http://alliancelibraries.info/secondlife.htm
Phil Seed: Virtual Car Museum
http://www.philseed.com/
The Shifted Librarian
http://theshiftedlibrarian.com/
Simon, Nina. Museum 2.0 Blog.
http://museumtwo.blogspot.com/
Smithsonian American Art Museum; Meet Me at Midnight
http://americanart.si.edu/exhibitions/online/midnight/default_flash.html
Smithsonian American Art Museum: Ghost of a Chance (Artificial Reality Game)
http://ghostsofachance.com/
Final report http://ghostsofachance.com/GhostsofaChance_Report2.pdf
The Splo: “Second Life’s oldest Science Museum founded April 1, 2006.”
http://slurl.com/secondlife/Midnight%20City/175/60/26
“Social Networking Literacy Competencies for Librarians: Exploring Considerations and Engaging Participation”
http://www.resourceshelf.com/2009/05/22/paper-social-networking-literacy-competencies-for-librarians-exploring-considerations-and-engaging-participation/
Sonoma County Library, CA: Teenspace
http://sonomalibrary.org/news/ya/
The Steve Project
http://www.steve.museum/
“Summary of Effort and Result for the Carvers Bay Digital Arts Experience”
http://www.webjunction.org/programming-and-outreach-for-young-adults/articles/content/454476
Teachers Tap
http://eduscapes.com/tap/index.htm
Tate Museum: Young Tate
http://www.tate.org.uk/youngtate/
Tate Museum: Tate Kids
http://kids.tate.org.uk/
Tate Museum: Handheld Conference, London (September 4 and 5, 2008)
http://tatehandheldconference.pbworks.com/
Tate Museum: Events podcast
http://www.tate.org.uk/onlineevents/podcast/
“Teen Poetry Video Workshop”
http://www.ala.org/ala/mgrps/divs/yalsa/newsandeventsb/teenpoetryvideo.cfm
Teen Tech Week Wiki
http://wikis.ala.org/yalsa/index.php/Teen_Tech_Week
Telecommunications Virtual Museum
http://www.telcomhistory.org/vm/museums.shtml
University of California Santa Barbara Library
http://www.myspace.com/ucsblibraries
U.S. Library of Congress American Memory Project
http://memory.loc.gov/ammem/about/index.html
US Library of Congress: Rome Reborn: The Vatican Library and Renaissance Culture exhibit
http://www.ibiblio.org/expo/vatican.exhibit/Vatican.exhibit.html
The Vatican Museums Online
http://mv.vatican.va/3_EN/pages/MV_Home.html
“Videography workshops coming to area libraries”
http://www.news-star.com/arts/x1083525314/Videograhphy-workshop-coming-to-area-libraries
“Video Production Workshops”
http://dentonlibrary.wordpress.com/2009/03/05/video-production-workshop-the-north-branch/
Virtual Free Sites
http://www.virtualfreesites.com/museums.html
Virtual Field Trips
http://www.field-trips.org/trips.htm
Virtual Museum of Canada: Image Gallery
http://www.museevirtuel-virtualmuseum.ca/index-eng.jsp;jsessionid=FAD707DD32B257B689F954CA392AAAB9
Virtual Museum of Canada (VMC)
http://www.museevirtuel-virtualmuseum.ca/index-eng.jsp;jsessionid=7544D207B0F23547976DD02F72F61AAC
Virtual Museum Exhibit….Museum on Demand
http://www.virtualmuseumexhibit.com/Virtual_Museum_Exhibits.html
Virtual Library museums pages (VLmp)
http://icom.museum/vlmp/
Virtual Starry Night in Second Life
http://slurl.com/secondlife/Luctesa/105/127/26
Virtual Museums: Uffizi
http://www.artchive.com/cdrom/uffizi/cd_uffizi.htm
Virtual Toilet Paper Museum
http://www.nobodys-perfect.com/vtpm
Virtual Valve Museum
http://www.tubecollector.org/about.htm
Virtual Typewriter Museum
http://www.typewritermuseum.org
Virtual Shoe Museum
http://www.virtualshoemuseum.com/vsm/r.php?col=style&sub=animal
The Walker Art Center: WACTAC
http://teens.walkerart.org/
Walters Art Museum: Waltee’s Quest: The Case of the Lost Art
http://walteesquest.com/
WebMuseum
http://www.ibiblio.org/louvre/?MU=3
WebWise 2009 Conference on Stewardship in the Digital Age (Institute of Museum and Library Services).
http://webwise2009.fcla.edu/index.html
The Whitney Museum of American Art: Youth2Youth
http://www.youth2youth.org/
Whyville.net
http://www.whyville.net/smmk/nice
“Wikipedia Loves Art”
http://en.wikipedia.org/wiki/Wikipedia:Wikipedia_Loves_Art
Wilmington (DE) Stroop Branch Library
http://www.myspace.com/wilmingtonstroopteensdml
“World Digital Library debuts in Dozens of Languages”
http://www.libraryjournal.com/article/CA6652453.html?q=%22world+digital+library%22
WWW Virtual Library
http://vlib.org/
Yale University Art Gallery: Schoolhouse
http://artgallery.yale.edu/pages/whatisart/what_school.html
Literature Reviews • Comments (0) • Permalink
Sunday, July 19, 2009
Learning from the Edges, Part 2: Technologies of Participation
This is the final posting reporting on the literature review conducted as part of the grant “Inspiring the Technological Imagination: The Future of Museums and Libraries as Mixed Reality Learning Spaces.” This post reviews innovative science center efforts to engage visitors in making and tinkering activities. These efforts might be considered as part of a broader cultural logic that media theorist Henry Jenkins (2006) characterizes as a culture of participation. For Jenkins, this cultural logic is marked by a transition from individualized media consumption to the formation of “consumption communities” that enable new forms of participation and collaboration. The activities and programs offered by these museums are intended to engage visitors in collaborations with one another and in the process of creative making practices.
It is a bit of a misnomer to identify any of the projects reviewed here are truly “edge” efforts. The organizations discussed in this list are well-respected and popular cultural institutions that have been actively involved in using new technologies to stimulate visitor participation for several decades. The 1999 issue of Dimensions—the publication of the Association of Science Technology Center (ASTC)—was devoted to the topic of “Science Centers on the Web.” In that issue, ASTC Director Wendy Pollock reported on a two-year collaborative investigation of how to incorporate web experiences into science center exhibit programs. The “lessons learned” from that investigation, as reported by Pollack in her 1999 editorial, are ones that many museums and libraries are now just coming to appreciate and explore. For example, Pollack noted that the web “opens up possibilities for collaboration on a global scale” and with those possibilities come the management challenges of organizing and coordinating a (potentially) high volume of online visitor responses. (Remember that in 1999 we didn’t have social networking applications that facilitate online peer-to-peer participation.) Eager to explore the potential of the web to augment their educational missions, science centers were early adopters of the use of the web for communication and collaboration with (and among) intended visitors. Pollack ended the editorial by commenting on the importance of keeping focus on core values. On this point, she cites the director of the Science Museum of Minnesota, Joel Halvoron:
Joel Halvoron cited futurist John Naisbitt, who wrote in his 1995 book Global Paradox that “every high-tech revolution is followed by a high-touch revolution.” Less important than how technology is used in exhibits or programs, Halvorson suggested, is ongoing and cross-disciplinary reflection about the nature of the museum experience. Thinking of Naisbitt’s forecast, [Halvoron] said, “the affective dimension of the museum experience should be stressed, to provide the compensatory human response - or ‘high-touch experience’ - demanded for survival in a highly technological society.”
In fact, some of the best discussions about the methods of designing “high-touch” museum experiences using high-tech has taken place on the web. Nina Simon started the Museum 2.0 blog”>Museum 2.0 blog in 2006 to explore the way that the philosophies of Web 2.0 can be applied in museums to make them “more engaging, community-based, vital elements of society.” Simon’s blog has been a well-visited site for discussion and dissemination about new uses of web applications for science centers and and other kinds of museums. Recent postings have explored the design of participatory experiences based on
new recommendation systems and creative uses of post-it notes. More to the point of this posting, Simon’s blog includes several substantive discussions on the nuances of the difference between “participatory design vs. design for participation.” As Simon argues: “participatory design means innovating the process,” and “design for participation means innovating the product.” (In fact, Simon is writing a book about the topic. For a sneak preview see her Museum 2.0 blog).
Nina Simon’s Museum 2.0 Blog
To explore the differences between these two notions, the following section describes the efforts of two noteworthy science centers: The Exploratorium in San Francisco, and The San Jose Tech Museum of Innovation. Both of these institutions have been discussed frequently in Simon’s Museum 2.0 blog as offering innovative experiments in the creation of participatory museum experiences.
The Exploratorium is one of the most highly regarded institutions for the creation of participatory informal science learning experiences. Exploratorium staff are industry leaders in the approach to design that focuses on “innovating the product.” According to Karen Wilkinson and Mike Petrich, exhibit designers at the Exploratorium, there are six principles that guide the creation of compelling participatory activities within museums.
- The activities must evoke intrinsic motivation.
- The activities must be challenging. The projects must test users so they have to learn new skills and think of new ideas.
- The activities and explorations of individuals should be designed to contribute to something larger.
- The activities should build relationships among people, and between people and tools. It is key that museum staff understand how to facilitate the formation of these relationships.
- The activities must have simple starting points, but be complex enough to sustain interest. Scaffolding of experience is important.
- The activities must be inspiring and provide opportunities for those who don’t feel they’re artistic, scientific, or creative.
At the Exploratorium, Wilkinson and Petrich have created a project called the “PIE Institute” that is based on their collaborative research with Mitch Resnick from MIT. The Exploratorium PIE Institute is part of the PIE Network—a network of organizations and projects that explore the PIE approach to learning. PIE (Playful Invention and Exploration) is an approach to using new technologies that integrates art, science, music, and engineering. The Exploratorium’s PIE Institute, led by Wilkinson and Petrich, was launched in 2005 with a workshop that explores ways to integrate digital technologies into construction-based science and art activities.
The Exploratorium PIE Institute Idea Library
The PIE Network of projects has been supported by the National Science Foundation since 2000 and is based on Resnick’s work with the Lifelong Kindergarten research team at MIT. In addition to events at the PIE Institute at the Exploratorium, the PIE network has (by 2009) included events held at several institutions such as: Lemelson Center at the Smithsonian Museum of American History, Ft. Wroth Museum of Science and Industry, American Museum of Visionary Art, Science Museum of Minnesota, the MIT Museum, and the Singapore Science Center.
The PIE Learning Philosophy
The key elements of the PIE learning philosophy are identified as the following:
- Constructionism: Refers to two kinds of construction: constructing ideas and constructing personally meaningful projects.
- Hands-On Inquiry Science: Science museums provide opportunities for people of all ages to learn through hands-on exploration of natural phenomenon.
- Bridging Physical and Virtual Worlds: PIE activities bridge the divide between digital technologies and the physical world, allowing artful exploration of the world beyond the computer screen.
- Informal Learning: PIE activities generally take place in informal learning environments.
The Tech Virtual Test Zone is a new area in the San Jose Tech Museum of Innovation that opened on June 3, 2008. When it first opened, it showcased several hands-on, interactive exhibits conceptualized and developed originally in the virtual world of Second Life (virtual-world-to-real-world exhibits). These new exhibits were the result of The Tech’s virtual exhibit design initiative and competition, called The Tech Virtual, which was launched in December 2007. The projects were originally developed in Second Life by creative amateurs from around the world and submitted electronically. The Tech Virtual was launched as a two-platform system: a website and a Second Life island. Of the many projects submitted, seven were initially chosen to be installed in the real Tech Museum. All projects incorporated interactive multimedia including streaming video, musical instrument digital interface (MIDI) controllers, rear projections, avatars and web cameras. The first theme featured in the Test Zone was Art, Film & Music, which is also the theme of a new permanent gallery that The Tech plans to launch by 2010, featuring some of the people and innovations from Silicon Valley that have contributed significantly to this field. The next Tech Virtual Museum Workshop will invite visitors to participate in designing advanced and interesting museum exhibits—using the newest interfaces available--in the areas of art, film, music, and games.
Among the concepts and equipment that this exhibition will employ are 3D screens, PhotoSynth type applications, tangible interfaces, haptic interfaces, telepresence, gesture recognition, RFID, virtual worlds, augmented reality, holograms, accelerometers, surface computers, particle and physical software effects, web cameras, Arduino boards, 3D printers, flexible displays, synthetic experiences, real time photo manipulation, accessible low cost technology such as One Laptop Per Child, HD cameras, multi-touch interfaces, technology and the future of digital entertainment. If you were to build the ultimate destination where visitors could immerse themselves in the latest technologies while becoming engaged, informed and educated users of it, what would it look like?
The Tech Museum Virtual Tech Test Zone
The Tech Virtual Museum is an example of what Nina Simon refers to as a participatory design. In fact, she was one of the people involved in initiating this ambitious experiment involving people in the exhibit design process. Simon describes some of the key lessons that guided the development of this experiment in participatory design (these are six of her top 10):
- Give away the fun and easy part. Do not ask people to design whole exhibits; The Tech Virtual community contributed great ideas for exhibits.
- Level the playing field, or tip it in their favor.
- Contests are good for raising awareness and focusing behavior, but not good for building sustainable communities or work in a flexible environment.
- Provide a way for folks to build their exhibit. The participants should have the tools to prototype the exhibit.
- It’s more important to have social instigators lead your community than authoritative professionals.
- The community provided great exhibit inspiration but their projects required heavy translation to become real exhibits.
As an example of a co-created museum experience, The Tech Virtual Test Zone was an experiment in working with the public to create museum-quality exhibitions that involved the redesign of the process of exhibit design and fabrication. In this case, the exhibit design process unfolded in a virtual world, Second Life. Other museums are experimenting with the creation of dedicated physical spaces for the creation of participatory making and discovery visitor experiences.
There are more than 250 science centers and museums throughout North America that have hands-on exhibits or laboratories that encourage visitor participation in discovery and making activities. Many of these are feature focused, hands-on learning experiences for school groups that are integrated with state-based learning objectives and curricula. Some of the other noteworthy examples include:
The Field Museum of Natural History, Chicago
The Crown Family Playlab includes real artifacts and specimens, and offers six themed play areas such as digging up dinosaur bones, grinding corn in a pueblo, putting on an animal costume and crawling, hopping, or flying, listening to stories and other family programs.
Museum of Science and Industry, Chicago
The Idea Factory provides children with opportunities for scientific exploration through interactive activities that allow them to discover scientific principles for themselves.
The Fab Lab—a small-scale fabrication workshop—that was opened in 2007 by Argonne National Laboratory, in conjunction with the University of Chicago.
California Science Center, Los Angeles
The Big Lab is 32,000 square feet of space to do hands-on science.
The Discovery Rooms are designed to foster and support science exploration of young children (age 7 and younger). These learning environments provide opportunities for interactive, inquiry-based investigations that prepare young visitors for later science experiences.
The Ontario Science Center
The Weston Family Innovation Center is a new environment that encourages visitors to take on and find practical solutions to current world problems.
The End of the Literature Review, The Beginning of New Conversations?
This is the final post of the literature review of the project. We invite readers to make comments on individual posts that offer pointers to other projects, activities and initiatives that illustrate some of the key points or themes discussed in these reviews. We are hoping that by blogging the literature review we will be able to encourage a dynamic forum for the circulation of scholarship where the initial reports (such as these postings) serve as the beginning of collaborative note-making and reporting.
The next, and most final posting will include a comprehensive bibliography of citations and web addresses of the literature and web sites discussed in these posts.
References
Hein, Hilde. (1990). The Exploratorium: The Museum as laboratory. Washington, D.C.: Smithsonian Institution Press.
Jenkins, Henry. (2006). Convergence Culture: Where old and new media collide. New York: NYU Press.
Pollack, Wendy. (1999). “Science Centers on the Web.” ASTC Dimensions September/October. (online) Retrieved on July 19, 2009 from: http://www.astc.org/pubs/dimensions/1999/sept-oct/sconweb.htm
Resnick, M. (1994). Turtles, Termites, and Traffic Jams. MIT Press, Cambridge, MA.
Resnick, M. (1996). “Beyond the Centralized Mindset.” Journal of the Learning Sciences 5, 1: 1-22.
Resnick, M., A. Bruckman, and F. Martin. (1996). “Pianos Not Stereos: Creating Computational Construction Kits.” Interactions 3, 6: 64-71.
Resnick, M. (1998). “Technologies for Lifelong Kindergarten.” Educational Technology Research and Development 46, 4.
Resnick, M. (2006). “Computer as Paintbrush: Technology, Play and the Creative Society.” In Singer, D., R. Michnick Golinkoff, and K. Hirsh-Pasek, eds. Play=Learning: How Play Motivates and Enhances Children’s Cognitive and Social-Emotional Growth. Oxford UP, New York.
Resnick, M. (2007). “All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten.” Proceedings of the 6th ACM SIGCHI Conference on Creativity & Cognition.
Author Bio:
Anne Balsamo directs the Interactive Media Division’s Co-Design Lab in the School of Cinematic Arts at the University of Southern California. She teaches courses in design across the curriculum, public interactives, and culture and technology for the Interactive Media Arts and Practice program, the Interactive Media Division, and The Annenberg School of Communication at USC. She is also a freelance museum exhibit developer and curator who has created interactive exhibits for the International Museum of Women, the San Jose Tech Museum, the Papalote Children’s Museum in Mexico City, Liberty Science Center, and the Singapore Science Center. Her new research effort called “The Tangible Culture Research Project” investigates the design of evocative (mixed reality) knowledge objects and the role of tinkering in a digital age. For more information about her current work and new transmedia book project, Designing Culture: The Technological Imagination at Work visit http://www.designingculture.net (to be launched August, 2009).
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Friday, July 17, 2009
Learning from the Edges, Part 1: The Importance of Play
In the previous posts, we reviewed innovative uses of digital media within community libraries and museums that are designed specifically to provide visitors and patrons access to digital archives, virtual tours, and vast collections of cultural heritage materials. We also reviewed efforts to use digital media to involve visitors and patrons in the creation of new knowledge through the development of tagging activities, collaborative curating, and games for learning. The following posts consider another set of activities going on at the edges of these institutions that suggest other efforts to transform informal learning experiences for library and museum participants. As John Seely Brown (Hagel and Brown, 2005) famously asserts: “to transform the core, start at the edge.” We’re interested in these edge projects because they offer another set of ideas about how community libraries and museums could function as part of 21st century distributed learning networks. These efforts foster learning by providing opportunities for physical engagement with a range of objects and environments (from the material to the virtual). In this post, we discuss the examples of (1) toy lending libraries and (2) the user-friendly authoring/designing environment called Scratch. These efforts emphasize the importance of play and creative expression in learning and cognitive development.
TOY LENDING LIBRARIES
Unlike in Canada and parts of Europe, toy lending libraries in the United States did not really take off until the 1960s and 1970s. Wales, for example, has a national play policy that is integrated into the mission of the nation’s toy lending libraries (Powell & Seaton, 2007). Although toy lending libraries have existed in the U.S. since 1935, the notion of a such a library is unfamiliar to many people. The U.S. toy lending libraries take a variety of forms: they can be based within a community library, be attached to a main library as a supplemental set of offerings, get organized as a cooperative neighborhood venture, or circulate as a mobile lending collection (Moore, 1995). Though these libraries have diverse structures and lending philosophies, they share an emphasis on the value of play and the importance of providing support to a wide range of children. Most cater to young children, usually newborn through kindergarten, though some have toys and other learning objects available for kids as old as 10.
One of the guiding principles of toy lending libraries is the importance of play for developing a range of skills in children. According to the USA Toy Library Association, through offering “high-grade” toys to all, toy lending libraries foster children’s development and thus serve an important educational purpose. In many toy lending libraries, toys including stuffed animals, musical instruments, puzzles, and crafts are available to be borrowed or used within the library space. Some of these libraries also offer books. Through interacting with a particular toy in the library space, children also learn values of sharing, community, and honesty. Many toy lending libraries also provide forums for parents, teachers, and others to discuss the educational value of play in general and certain types of toys in particular. In addition to providing opportunities for fun and educational play, toy lending libraries can be an important source of support for both parents and children. For parents, toy libraries can provide information about child development; they can also help parents to be more informed consumers. Some toy libraries also serve as informal childcare sites. The Cuyahoga County Public Library system in Ohio has a dedicated Toy Lending Library website that offers an online guide to assist parents in choosing the right toy for their child.
Other toy libraries are designed especially to offer a safe and nurturing space for disabled children to learn and play. The most well-known example of this type of toy library is the Lekotek movement, originally begun in Sweden. Roughly translated as “play library,” (Moore, 1995), Lekotek is a network of toy libraries (mostly concentrated in the Midwest and eastern U.S.), computer centers, and support services for families with children with special needs. The Lekotek mission is to use “interactive play experiences, and the learning that results, to promote the inclusion of children with special needs into family and community life”
While many toy libraries focus on promoting the value of play and provide support for parents and guardians, others have as part of their mission a desire to reduce waste and consumption. When a toy can be checked out of a library rather than purchased, there are clear ecological benefits in that the same toy can be used by numerous children. This allows families to save money and children learn the value of saving and sharing. The Mission Statement of the Heights Parent Center in Cleveland Ohio clearly articulates this philosophy:
TLL helps families resist the urge to buy, buy, buy every toy on the market.
Use TLL to try different toys out before running out and buying them.
Rotate the toys in your home affordably.
Teach your children the value of borrowing rather than buying.
Another example of toy libraries emphasizing conservation is found in Fiona’s Toy Library in Ann Arbor, Michigan (Brandt, 2008). This library shares some of the philosophy of the Heights Parent Center above (reducing waste, helping people save money) but is totally free, has no lending time limits, and does not charge for toys that are returned broken.
SCRATCH: Design for Learning, Design for Tinkering
Toy lending libraries typically emphasize the importance of material objects (toys) in developing important learning objectives: sharing, exploration, creativity. One of the most innovative efforts to integrate the digital with the physical is the virtual authoring environment called Scratch. Created by Mitch Resnick and the Lifelong Kindergarten Group at the MIT Media Lab, Scratch is a ”graphical programming language designed to support the development of technological fluency” in young people. Although anyone can use Scratch, the target audience is 8- to 16-year-olds. Scratch is currently used in libraries, schools, museums, community centers, as well as homes. Key attributes of Scratch include promoting technological fluency, creativity, and “tinkerability” as well as building online communities of creative participation.
Scratch Home Page
Technological Fluency
The phrase “technological fluency” can have a range of meanings, but Resnick and his colleagues at MIT’s Media Lab compare it to language fluency. (See the handout titled: “Technological Fluency: The Clubhouse Learning Approach” produced by Resnick and others at the MIT Media Lab (no date). Memorizing phrases and grammatical structures does not necessarily make one fluent in a language; rather, it is the ability to use the language creatively in complex situations. In the same way, technological fluency comes not from merely knowing how to use a technological tool, but instead through having the ability to creatively make things with it. With a tool such as a computer, technological fluency includes using and learning new ways to use the computer, creating based on one’s own ideas, and “understanding concepts related to technological activities.
Scratch encourages technological fluency in a number of ways. First, it teaches programming language through using graphics that look like building blocks. The user snaps the blocks together (like Legos) in order to combine animation, photos, music, sound, etc. to create interactive projects (Resnick, 2007; Peppler & Kafai, n.d.). The blocks can only fit together in a certain way, which eliminates the frustration caused by inadvertent syntax errors. This type of intuitive programming language also allows users to “‘play with [their] code’ testing out new ideas incrementally and iteratively” (Resnick, 2007). Through interacting with Scratch, users learn computational concepts, mathematical ideas, and design processes. The Scratch website also facilitates technological fluency through providing numerous resources, including cards that show users how to do everything from make their animated objects “move to a beat,” to “change color,” to “keep score.”
Creativity and Tinkerability
Scratch was created in line with what Resnick (2007) calls a “‘kindergarten approach to learning or the “creative thinking spiral.” This approach begins with imagining, and then progresses through creating, playing, sharing, reflecting, and then back to imagining. While these steps do not necessarily proceed in a linear fashion, the key point is that all of these elements are involved in the type of learning that is necessary for the digital age or what Resnick calls the “Creative Society.” Scratch promotes creativity by offering opportunities for users to learn the steps of dynamic and interactive design. One of the key goals, according to Resnick, is that Scratch encourages “tinkerability”: the environment/application makes it easy to put together fragments of computer programs, try them out, and take them apart again. The emphasis on tinkerability is hinted at in the Scratch name, which was appropriated from the technique of hip-hop deejays, who use vinyl albums and a turntable to create an array of sounds. Like deejays, users can make a wide range of creations, including animations, games, birthday cards, and reports.
Resnick and his Lifelong Kindergarten research team have deep expertise in the creation and design of mix-reality learning objects. The Lifelong Kindergarten researchers, along with the LEGO company created LEGO MINDSTORMS: “the first programmable brings and robotic kits.” More recently Lifelong Kindergarten research has inspired the development of a new invention kit called The PicoCricket Kit that integrates art and technology to spark creative thinking. The basic component of PicoCrickets (called a “PicoBoard") works with the Scratch programming language such that users can connect material (real-world) sensors to on-line (digital) Scratch projects.
PicoCricket Kit Components
Collaborative Community
One of the most appealing aspects of Scratch is the user community that has developed around the authoring environment. The creation of community was an explicit objective for the development of Scratch. As the original designer of Scratch, Resnick believed that technological fluency is based in learning from, and sharing with others. This is in contrast to many other Web 2.0 sites, which support uploading on the part of producers and commenting on the part of viewers, but not necessarily meaningful interaction between the two. The Scratch website is designed to facilitate connection among users, such as through commenting on projects, joining forums, and participating in galleries (formed around common topics). Another noteworthy aspect of the community is how it emphasizes the positive, again to encourage learning, sharing, and community. For example, users can “love” projects but they cannot give them only one or two stars, as is the case with other websites such as YouTube. Again, this design feature is intentional in order to promote a supportive community (Resnick, personal communication). As of July 10, 2009, “There are 473,487 projects with a total of 11,948,669 scripts and 3,702,846 sprites created by 72,121 contributors of our 320,690 registered members. Another key to the opportunities for creative thinking and designing that are built into Scratch is that projects are remixable. This means that any member of the Scratch community can download the source code of a project to create a new project. Creative appropriation is in fact encouraged. As of August 2007, 15% of the approximately 24,000 shared projects were remixes (Monroy-Hernandez and Resnick, 2008). When a new remix project is posted, a link to the original project appears in order to credit the creator. This practice has led to discussions regarding originality, creativity, and copyright.
Learning From Remix Culture
Scratch was developed in accordance with a long tradition at the Media Lab of a philosophy which focuses on the value of teaching students to design learning environments rather than simply use them. This philosophy of teaching young people to make music (or visual art, etc) rather than simply consume it informs many after-school and community-based informal education programs that make use of digital audio software to encourage young people to recognize their creative potential. See for example:
- Digital Youth Network provides students tools and faciliates their ability to become creators who can and innovators.
http://iremix.org/ - Berklee City Music Program is a national network of institutions offering the Berklee PULSE music method to under-served teens.
http://berkleecitymusicnetwork.org/ - Youth Radio was founded in 1990 to train young people from under-resouced public schools, community-based organizations, group homes and juvenile detention centers in broadcast journalism, media production and cutting-edge technology.
http://www.youthradio.org/about/youth-programs - The Hiphop Archive Project is dedicated to increasing youth representation and participation in artistic creation and collaborations.
http://www.hiphoparchive.org/university - Rock the Classroom restores music education in under served public elementary schools by using music and songwriting to complement literacy curricula.
http://www.rocktheclassroom.org/whatwedo.html - A Place Called Home provides cultural arts program to at-risk youth in the form of music, dance, and fine arts.
http://www.apch.org/creativeexpression.php
Brandt, D. (2008, October). Toy lending service may keep Ann Arbor area kids stimulated. Ann Arbor News [Online]. Retrieved March 14, 2009, from
http://www.mlive.com/annarbornews/news/index.ssf/2008/10/toy_lending_service_may_keep_a.html
Hagel, J. and J. S. Brown. 2005. The Only Sustainable Edge: Why Business Strategy Depends on Productive Friction and Dynamic Specialization. Boston: Harvard Business School Press.
Monroy-Hernandez, A. and Resnick, M. (2008, March + April). Empowering kids to create and share programmable media. Interactions. Retrieved August 30, 2008, from http://mags.acm.org/interactions/20080304/?pg=52
Moore, J. E. (1995). A history of toy lending libraries in the United States since 1935. Unpublished master’s thesis. Retrieved March 12, 2009, from http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/14/4f/ef.pdf
Peppler, K. A. and Kafai, Y. B. (n.d.). Creative coding: Programming for personal expression. Retrieved September 1, 2008, from http://weblogs.media.mit.edu/llk/scratch/archives/CreativeCoding-PepperKafai.pdf
Powell, R., and Seaton, N. (2007). “A treasure chest of service”: The role of toy libraries within play policy in Wales. Slough: National Foundation for Educational Research. Retrieved March 10, 2009, from http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/3e/ab/4b.pdf
Resnick, M. (2007). All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten. Proceedings of the SIGCHI Conference on Creativity and Cognition, Washington, D.C. Retrieved July 20, 2008, from http://web.media.mit.edu/%7Emres/papers/kindergarten-learning-approach.pdf
Resnick, M. (2007-08). Sewing the seeds for a more creative society. Learning & Leading with Technology.
Scratch Research Wiki: http://info.scratch.mit.edu/Research
Authors Bio:
This posting was authored by Cara Wallis, Maura Klosterman, and Anne Balsamo.
Posted by on 07/17 at 08:00 AM
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